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MONSTROUS COMPENDIUM8 Annual
Volume Two
MONSTROUS COMPENDIUM® Annual
Volume Two
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ISBN 1-7^4-0144-3
[on Pickens
Gt ii/5i i Mi Dir :: fur; Steve Winter
f nv,-i ' Hisf; Jeff Faslev
Walter Velez, AmieSwekd, Dennis Miller, Glenn Michael Angus, & Ken Frank
- Turn Baxn, Stephen A. Daniele, & Mark SuppeUind
Paul I lanehette & Don Pn now ski
i Stephen A. Daniele
! ■ > , Dave Co nnnt
i vert v apfn Tracey L. Isler
How to Use This Book
This book is the second annual Monstrous Compendium®
accessory in a series featuring creatures that appeared in vari¬
ous TSR role-playing games and periodicals over a single
year — in this case, 1994. The selections come from myriad
game worlds, but they've been developed with the intent to
make them useful in any campaign setting; those who own
products containing these monsters may discover slight varia¬
tions if they compare the respective entries. Even so, monsters
that come from product lines Like the Al-Qadim® campaign
setting or the Ravenloft realm of terror often remain quite
distinctive, and they should be chosen with care for use in an
adventure. For example, most adventurers aren't likely to hap¬
pen upon a megatherium or a koliathra as they wander along
the road to glory.
However, standard "'random encounter"' tables for the main
Monstrous Manual 1m Tome are included in this text. Such
tables provide a general structure for adventures in a generic
game world, thus their inclusion is desirable. Otherwise, the
advice on how to generate adventure-specific random encoun¬
ters given in the first annual can be used with the new mon¬
sters given in this book,
Each monster entry includes the following information:
CLIMATE/TERRAIN defines where the creature is most often
found. Normally, climates include terms such as arctic, subarc¬
tic, temperate, and tropical Terrain types include plain /scrub,
forest, rough/hill, mountain, swamp, and desert.
FREQUENCY is the likelihood of encountering a creature in
any given area, Very rare indicates a 4% chance, rare is 11%,
uncommon is 20%, and common is a 65% chance. Chances can
be adjusted for special areas. This entry can be used as a
guideline for adventure design.
ORGANIZATION is a description of the general social struc¬
ture that the monster adopts. Common types are solitary, clan,
pack, herd, and flock. In many cases, solitary includes small
family groups or mated pairs.
ACTIVITY CYCLE is the time of day when the monster is
normally awake and most alert. Those who tend to be busiest
at night may be active at any time in subterranean or similar
settings. !t is worth remembering that the activity cycle entry
is a general guide, and exceptions are fairly common.
DIET indicates what the creature generally eats, of course.
Carnivores eat meat, herbivores eat plants, omnivores eat
either, and scavengers dine mainly on carrion. Unusual
entries, like life energy or emotions r may appear from time to
time, and they are fully explained in
the text.
INTELLIGENCE is
the equivalent of
the attribute
score of the same name.
Certain unintelligent mon¬
sters are instinctively cun¬
ning hunters, and these
are noted in the monster
descriptions. Ratings cor¬
respond roughly to the fol¬
lowing Intelligence ability
scores;
0
Mon-intelligent or not ratable
1
Animal intelligence
2-4
Semi- intelligent
5-7
Low intelligence
8-10
Average (human) intelligence
11-12
Very intelligent
13-14
Highly intelligent
15-16
Exceptionally intelligent
17-18
Genius
19-20
Supra-genius
21 +
Godlike intelligence
TREASURE refers to the treasure tables that are found in the
Dungeon Master® Guide (DMG). The entry indicates the type
of treasure likely to be found on or with an individual mon¬
ster. Treasure should be adjusted downward if only a few
monsters are encountered. This figure may be further
increased or decreased at the DM's discretion. These tables
should not be used to place dungeon treasure, as numbers
encountered underground will be much smaller. Intelligent
monsters will usually use magical items that are present, and
try to carry off their most valuable treasures if hard-pressed.
Major treasures are normally found in the monster's lair
and designated in parentheses. As a rule, these should not be
determined randomly, but ought to be designed and placed by
the DM, If he or she decides to assign such treasure randomly,
it's best to roll for each type possible; if all rolls fail, no treasure
of any type is found.
Unusually large or small treasures are noted by a parenthet¬
ical multiplier (xIQ, XH, etc.). These should not be confused
with treasure type X.
ALIGNMENT indicates the genera] behavior of an average
monster of that type. Exceptions, though uncommon, may cer¬
tainly be encountered.
NO. APPEARING indicates an average number of creatures
that will be encountered in the wild. The DM should alter this
to fit particular circumstances as the need arises. In many
cases, additional information on this topic will be presented in
the Habitat/Society or Ecology section.
ARMOR CLASS is a rating of the monster's resistance to
damage in combat. In many cases this is based upon the crea¬
ture's natural defenses, but it can also indicate armor worn by
humanoids or other creatures. In some cases, high speed, nat¬
ural agility, or magical protection may play a part in the deter¬
mination of a creature's Armor Glass rating. Humans and
humanoids of roughly man s tee that wear armor will have an
unarmored rating in parentheses. Listed ACs do not include any
special bonuses noted in the monster's description *
MOVEMENT shows the relative speed of the creature com¬
pared to an unencumbered human, who has a rating of 12.
Higher speeds may be possible for short periods. Human,
demihuman, and humanoid movement rates are often modi¬
fied by armor type (unarmored rates are given in parentheses).
Movement through common media are abbreviated as follows:
El
Flying
Sw
Swimming
Br
Burrowing
Wb
Moving in a web
3
How to Use This Book
Flying creatures also have a maneuverability class of A to E,
which is indicated in parentheses* Complete information on
maneuverability classes and their use can be found in the aer¬
ial combat rules in the DMG.
HIT DICE indicates the number of dice rolled to generate the
creature's hit points. Unless otherwise stated. Hit Dice are
S-sided. The Hit Dice are roiled and the numbers shown are
added to determine the monster's hit points.
Some monsters will have additional points added to the
total rolled on the Hit Dice. Thus, a creature with a rating of 4
+ 4 has between 8 and 36 hit points. Monsters with a bonus of
+3 or more added to their rolled hit points are considered to
have an extra Hit Die for the purposes of attack rolls and sav¬
ing throws. Thus, a creature with 4 + 4 HD attacks and saves
as if it had 5 Hit Dice.
In rare cases, a monster will have a hit point spread without
a Hit Dice rating. In order to determine the number of Hit Dice
that such creatures have for attacks and saving throws, divide
the listed hit points by 4. Round the Hit Die rating up with
remainders of 0.5 or greater, and drop ah other fractions.
THACO is the base roil that the monster needs to hit an enemy
with an Armor Class of 0. This is a function of Hit Dice, as
described in the Combat section of the DMG* Modifiers to the
creature's attack roll will be presented in the Combat section
of the entry, but the listed THACO does not include any special
bonuses.
NO. OF ATTACKS indicates the number of times that the
monster can attack in a single round. Multiple attacks can
indicate several attacking arms, raking paws, multiple heads,
etc In some cases this does not include spedai attacks listed in
the Combat section, but the text will make that clear This
number may be modified by hits that sever members, by haste
and slow spells, and so forth.
DAMAGE/ATTACK shows the severity of a given attack and
is expressed as a number and type of dice, which are rolled to
determine the total number of hit points lost by the target of
the attack. If the monster uses weapons, the damage listed is
for ite favored weapon. Damage bonuses due to high strength,
special abilities, and the like are listed in the Combat section
of the enhy.
SPECIAL ATTACKS details any unusual attack modes pos¬
sessed by the creature such as a breath weapon, spell use, poi¬
son, and the like. These are fully explained in the monster
description*
SIZE is an indication of the overall dimensions of the creature.
In the case of humanoids, it indicates the height of the mon¬
ster. For other creatures (snakes and dragons, for example), it
refers to the monster's length. Other measurements are possi¬
ble and will be explained in the text.
T = tiny
S = small
M = man-sized
L = large
H = huge
G = gargantuan
under 2 feet tall
2 to 4 feet tall
4 to 7 feet tall
7 to 12 feet tali
12 to 25 feet tall
over 25 feet tall
MORALE is a general rating of how likely the monster is to
persevere in the face of adversity or armed opposition. This
guideline may be adjusted for individual circumstances*
Morale ratings correspond to the following range:
2-4
Unreliable
5-7
Unsteady
8-10
Average
11-12
Steady
13-14
Elite
15-16
Champion
17-18
Fanatic
19-20
Fearless
XP VALUE is the number of experience points awarded for
defeating (not necessarily killing) the monster. This value is a
guideline that may be modified by the DM for the degree of
challenge, encounter situation, and overall campaign balance.
PSIONICS gives a complete breakdown of the creature's
innate psionic abilities, including sciences or devotions known
and PSPs available. A thorough understanding of this section
requires familiarity with the Complete Psionics Handbook. This
entry is included only for those creatures that have psionic
powers.
Combat provides all of the information that a DM will need to
resolve a battle with the monster* Among other things, it
details spedai combat abilities, arms or armor, and unusual
tactics employed by the creature.
Habitat/Society outlines the monster's general behavior,
nature, social structure, guardian minions, and goals. Whereas
the previous section provided information needed for resolv¬
ing skirmishes involving the creature, this entry provides
information useful for role-playing encounters.
SPECIAL DEFENSES provides information detailing any
unusual resistances to harm that the monster might have.
These commonly include an immunity to certain forms of
attack or an invulnerability to nonmagicaJ weapons, among
other possibilities. These are fully detailed in the monster
description.
Ecology describes how the monster fits into the campaign
world (including common enemies or prey), gives useful
products or byproducts of the creature, and presents other
miscellaneous information. This information can help the
Dungeon Master decide exactly when and where to introduce
the monster into his or her campaign.
MAGIC RESISTANCE is the percentage chance that magic
cast upon the creature will fail to affect it, even if other crea¬
tures nearby are affected. If the spell penetrates this resistance,
the creature is still entitled to any saving throws normally
allowed.
Close Variations of a monster are given in a special section
after the main monster entry. For example, the arch -shadow
entry also includes a brief discussion of the demi-shade, a
closely related creature.
4
Calculating Experience Points
As of this writing, it has been about six years since the final
touches were put into the Second Edition of the Adi/awced
Dltng£Ojvs & Dragon*?® rules. In that time, a number of major
and minor changes have been introduced to the game system.
One of the more important revisions is a change to the formula
used to calculate experience-point rewards for defeating the
various monsters encountered during an adventure. This revi¬
sion was introduced in the MONSTROUS Manual hardbound
and has become the new standard for the calculation of experi¬
ence points,
The experience point values for the monsters in this
Monstrous Compendium* appendix have ail been calculated
using the new, revised rules. The table to the right updating
the one printed in the AD&DK 2nd Edition Dungton Master
Guide, b provided in order to make the DM's task easier when
designing his or her own monsters,
Itks worth noting that in some cases the DM will want to
deviate from the values given here. Some monsters are so
powerful that the experience point rewards generated with
these tables will be far less than a party might deserve. A good
example of such a creature is one of the denizens of the Abyss,
described in the Planescape “ campaign setting, or any of the
various darklords of the Ravenloft* campaign setting,
What has changed?
None of these changes affects the general way in which experi¬
ence points are calculated. A DM still begins by noting the
number of Hit Dice that a monster has (Table 31) and then
applying some modifiers, based on the general powers and
abilities of that creature. Only the modifiers (Table 32) have
changed, although both tables have been printed here for easy
reference.
Two new entries for psionic abilities have been added to the
table. Thus, the possibility that a monster might have psionic
disciplines (see The Complete Psionics Handbook) available to it
has now been taken into account. Dungeon Masters who are
not using psionic powers in their campaigns can simply
ignore these additions.
Both the magic resistance and weapon entries have been
split into two categories, reflecting the great range of possibili¬
ties within these classifications.
The bonus normally awarded
for flight has been expanded
to include other special
forms of movement. Thus, a
monster like a bullette or xom,
which can travel through the
earth at great speed, would
receive the same adjustment to
its experience point value as a
flying creature.
Of course, exceptions and
unusual cases will still crop up.
When this happens. Dungeon Mas-
ters will simply have to use a little
common sense in the awarding of experience points.
Table 31: Creature Experience Point Values
HD or Level XP Value
Less than 1-1 7
1-1 to 1 15
1+1 to 2 35
2+1 to 3 65
3+1 to 4 120
4+1 to 5 175
5+1 to 6 270
6+1 to 7 420
7+1 to 8 650
8+1 to 9 975
9+1 to 10+ 1,400
11 to 12+ 2,000
13 or higher 2,000 + 1,000 per
additional Hit Die
Table 32: Hit Dice Value Modifiers
Armor Class 0 or lower +1
Attacks, multiple (four or more per round) +1
Blood drain +1
Breath weapon, under 20 hp maximum damage +1
Disease +1
Flies or has other special movement power +1
Hit points greater than normal {over 6 hp/HD) +1
Immune to a spell or spells +1
Immunity to or half-damage from any weapon type +1
Intelligence High (13—14) or better +1
Invisible at will +1
Magic resistance (less than 50%) +1
Magical item or weapon use +1
Magical or silver weapons to hit +1
Missile weapons or ranged attack ability +1
Psionic devotions +1
Regeneration +1
Spellcasting (level 2 or less) +1
Unlisted special defense mode +1
Unlisted nonmagical special attack mode +1
Attack, single, inflicts 20+ points of damage +2
Attacks, multiple, inflicting 30+ points of damage +2
Breath weapon, over 20 hp maximum damage +2
Fear or weakness caused +2
Magic resistance (50% or better) +2
Paralysis +2
Poison +2
Psionic sciences +2
Spelkasting (level 3 or greater) +2
Swallows whole +2
Unlisted special magical attack mode +2
Energy drain (level or ability draining) +3
Petrification +3
5
Aboleth, Savant
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO- APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO, OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XF VALUE:
Spellcaster 9+ level
Comp. Master Glyph creator
Subterranean
Very rare
Brood / Co m m un i ty
Any (night)
Omnivore
Exceptional to Supra -genius
(15-19)
Nil (E U)
Lawful evil
1
2
3, Sw IS
12+12
7
4
Ld6 + special (x4)
Spells, aboleth glyphs, frenzy
domination, tentacle toxin
Spells, aboleth glyphs, slime,
mucus cloud, detect invisible
(75% chance within 60 )
Nil
H (20' long)
Champion (16)
13,000
14,000
15,000
Savant aboleth are the great spellcasters of the aboleth species.
Physically they resemble ordinary aboleth* However, the bony
ridges of a savant aboleth head are unusually prominent and
constitute a virtual armoring of the creature's slightly over¬
sized cranium, Its tentacles are very tough and leathery, with
calcified nodules along their surfaces. Together, these help to
give the savant aboleth Us superior Armor Class rating. Like
all aboleth, savant aboleth are amphibious.
Savant aboleth can cast spells as both priests and wizards.
They can attain 12th level as pnests and 14th level as wizards.
While ordinary aboleth may become priests of Juiblex the Slime
Lord or of the aboleth Power known as the Blood Queen, savant
aboleth primarily revere the Blood Queen. As priests, savant
aboleth can use spells from any of the following spheres: all,
charm, divination, elemental (air, earth, water), guardian, law,
protection, summoning, sun (reversed, minor access only), and
weather. As wizards, they very rarely specialize, though a small
number take advantage of their races natural affinity with
enchantment/ charm spells and effects to become specialist
Enchanters. Nonspedalist savant aboleth have certain restric¬
tions on spell use, They cannot use any form of fire-based or fire-
affecting spell. Furthermore, they can only employ necromancy
spells with difficulty (+2 bonus to the victim's saving throws)
ami are limited to spells from this school of 4th level or below.
IdlOO
Priest level
Wizard level
01-03
ld4
ld4
04-10
ld4+l
Id4+1
11-25
ld6+l
ld6+l
26-40
ld6+2
ld6+2
41-60
ld4+5
ld4+6
61-80
ld4+*
td6+6
81-90
ld4+8
ld6+8
91-99
ld3+9
ld4+10
00
ld2+10
ld3+ll
The Intelligence score of a savant aboleth is determined by
rolling ld5+14 The Wisdom score of the creature Is determined
by rolling ld4+14. To randomly determine the spellcasting
power of a savant aboleth, roll IdlOO twice and consult the table.
However, the lower rating should always be adjusted
upwards (if necessary) so that it is no more than three levels
lower than the higher rating. For example, if the random rolls
create a savant aboleth as a lOth-level priest and 5th-level wiz¬
ard, Increase the wizard rating to 7th level.
Savant aboleth are rare. Aboleth are few to begin with, and
no more than 2% or so of these creatures possess the excep¬
tional mental gifts required to become a savant. It may be that
the savant aboleth are correct in their view that the Blood
Queen deliberately chooses few of her creatures to bless with
the skills of the savant.
Combat: Savant aboleth are 75% likely to detect invisible crea¬
tures or objects within 60 feet. The savant aboleth always
attempts to use spells and its domituttid# power rather than
melee. If forced into melee, it fights in the same way as any
ordinary aboleth; a single touch from a tentacle and a failed
saving throw vs, spell turns the victim s skin to a dear mem¬
brane in only ld4+l rounds; thereafter he or she must remain
immersed in cool water or suffer 1 d 1 2 points of damage per
turn. Cure disease can stop the process; once completed it can
be reversed by cure serious wound s.
The savant aboleth is a more formidable enslaver than its
ordinary kindred. Like them it can make three attempts per day
to enslave creatures by domination, one creature per attempt, but
the range of this attack is 30 yards and the target suffers a -2
penalty to the saving throw vs, spell to resist the effect. More¬
over, the enslavement is complete, and the dominated creature
will fight for the savant aboleth if so commanded. Any tele¬
pathic instruction from the savant aboleth to engage in a Course
of action ivhich is clearly suicidal (and the Intelligence of the
6
Aboleth, Savant
victim has to be taken into account here) allows the victim a
fresh saving throw vs, spell, without penalty, to free himself or
herself from the domination, The enslavement can be undone by
a successful dispel magic (cast against a level of spell use equal to
the highest level rating for the aboleth in priest or wizard class),
remove curse, or by separating the victim from the savant by a
distance of one mile or more, w hich permits a fresh saving
throw without penalty each full day the separation is main¬
tained. Note that, because the domination effect of the savant is
so complete, these crea tures are likely to have powerful crea¬
tures accompanying them as bodyguards — savant aboleth are
fully cognizant of their unpopularity among "lesser races/" and
take suitable precautions. Any aboleth fighting to protect the
life of a savant has a morale of 19 as long as the savant survives.
Underwater, the savant aboleth has the same mucus cloud
protection, with the same effects, as ordinary aboleth ( anyone
within a foot of the aboleth who fails a saving throw vs. ppb
son loses the ability to breathe air, suffocating in 2d6 rounds if
he or she tries; the cloud also bestows the ability to breathe
water for 1 to 3 hours).
Finally, the savant aboleth will go into a frenzy if dose to
death (12 hit points or below). Ln this state, which automati¬
cally supervenes at this time, the savant cannot cast spells or
use any spell-like powers. However, its tentacle attach cause
double damage (2d6) and the enraged, despairing creature
wiil even attempt a head-smash attack each round, ramming
with the bony protrusions on its forehead. This attack is
clumsy H 1 penalty to the attack roll) but can affect up to two
M size (or three S size) opponents. Damage from this head
smash is 4d6 hit points, and a smashed opponent must make a
Dexterity check or be knocked off his or her feet and stunned
for ld3 rounds. Once in a frenzy, the savant will not recover its
normal demeanor until it has killed all opponents visible to it.
Habitat/ Society: Savant aboleth are highly arrogant creatures.
Cabals ot savant aboleth organize and run aboleth society,
playing the role of rulers and dominators from within their
great cities. They rarely leave the city of their dwelling, send¬
ing ordinary aboleth out to do the dirty work of capturing
slaves and the task of collecting food for the savants, while
they brood long and deeply in their domains. Young savants
bom ebewrhere leave their broods virtually as soon as they are
capable of independence, believing themselves to be guided
by the Blood Queen to the great cities of the aboleth deep in
the Underdark. Sometimes , older savants wrLll travel to a
brood to take acquisition of a young aboleth which has latent
savant gifts. This is one of the few occasions when savants
leave their cities, but leave they sometimes must, for savant
aboleth are infertile and do not produce young of their own.
Savant aboleth are always hungry for magical items and
lore. They do not require spellbooks for their wizard spells;
memorized spells are recalled automatically during periods of
rest and sleep and do not need to be relearned from any inde¬
pendent source. Young savants may spend days or weeks in
telepathic communion with their elders and betters, the older
savants passing on their mastery of magical skills and their
knowledge of dark, arcane secrets. Savant aboleth are always
eager to devour spellcasters and magic-using creatures, the
better to improve their own understanding of magic.
Savant aboleth have a complex symbolic glyph system they
use for all written communication. Those who are of 7th or
higher level in either the priest or w'izard class can create mag¬
ical glyphs by psvchokinetic force, one glyph per day. Casting
time is two toms plus one turn per additional glyph element
(see below), so this is not a likely potential combat action. The
total number of glyph-elements a savant aboleth can maintain
at any one time equals its Intelligence score.
Savant aboleth glyphs come in four categories: simple glyphs,
complex glyphs, master glyphs, and complex master glyphs. Simple
glyphs are identical to glyphs of warding. Complex glyphs com¬
bine the effects of two glyphs of warding — fo r example, an abo¬
leth complex glyph might inflict cold damage and also cause
paralysis. Master glyphs (each of which counts as a three-ele¬
ment glyph for the purposes of the savant aboleth's glyph
limit) have unique effects. The following are a few examples of
master glyphs:
• TTjf* Glyph of Lam Within 30 feet of this glyph, all creatures of
nonl awful alignment are subject to an adverse prayer effect (-1
to all attack, damage, and saving throw rolls).
• The Glyph of EnfesblemenL Within 20 feet of this glyph, all
non-aboleth feel themselves weakened and debilitated, suffer¬
ing -3 penalties to Strength, Dexterity, and Constitution until
leaving the area of effect and for ld4 rounds thereafter
• The Glyph of Extension. Any aboleth within 20 feet of this
glyph has double the normal range for its domination power.
• Glyph of the Slime Curse. Within 30 feet of this glyph, sa ving
throws against the transformational effect of an aboleth’s ten¬
tacle are made at a -4 penalty and transformation occurs in
but a single round.
Finally, great savant- aboleth of exceptional mastery (18 or
higher Wisdom and Intelligence, 10th level or above as both
priests and wizards) can create complex master glyphs w'hich
add an extra element onto a master glyph (for example, a glyph
of enfeeblement which also does cold damage); these complex
master glyphs can even include effects from different schools.
Complex master glyphs still only count as three glyphs for the
purpose of determining the limit on the number of glyphs the
savant can maintain at any one time, but they require six turns
to create.
Aboleth glyphs of all kinds can be removed by a successful
dispel magic cast against the highest level rating for the savant
aboleth which created them. Saving throws are permitted
against the effects of all these glyphs, but saving throws
against the effects of a master glyph are made with a -1 penalty;
against complex master glyphs the penalty is —2. Only one sav¬
ing throw is permitted against the whole battery of magical
effects radia ted by a complex glyph or a complex master glyph >
This glyphic skill is central to the savant's position within
aboleth society. Being very lawful, ordinary aboleth acquiesce
to the greater pow er of the savants as a matter of course, but
this ability to defend and protect the aboleth city with a bat¬
tery of complex glyphs earns the savant aboleth the loyalty and
respect of ordinary aboleth.
Ecology: Savant aboleth are either supreme beings at the top
of their food chain or bloated parasites consuming food and
resources gathered by slaves and lackeys, depending on one's
point of view. Their diet is the same as that of ordinary abo¬
leth— algae, fish, diverse wrater plants, and the like — but they
have an especial liking for the flesh of spellcasters and magic-
using creatures, as noted above. Savant aboleth have no nat¬
ural enemies. Virtually all intelligent marine life knows well
enough to give them an extremely wide berth.
7
Addazahr
CLIM ATE/TER R AIN
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Tropical, subtropical, and temper¬
ate /Desert, hills, plains
Uncommon
Swarm
Day
Omnivore
Animal (1)
Nil
Neutral
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACG:
NO, OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
6-60
4
6, FI 18 (R)
1 hp
20
1
1 + disease
Disease
Nil
Nit
T (2* long)
Unsteady (6)
15
Addazahr, or backbiters, are small, slender, winged insects
about two inches in length. They dwell in deserts, plains, and
hills. Their pale amber color and extreme elongation make
them resemble nothing so much as a piece of hay or straw,
Addazahr wings are so fragile it is almost impossible to see
them when the insects are in flight.
Combat: Addazahr do not engage in combat per se. They are
nonaggressjve, seeking only to gain sustenance in the form of
blood from warm-blooded creatures.
Their bite causes only one point of damage, but it injects a
small amount of their saliva into the bloodstream of their vic¬
tims, This saliva works as a disease, causing soreness and
swelling of the joints in humans and animals other than beasts
of burden (a successful saving throw vs, paralyzation negates
this effect).
Those animals which are primarily used as mounts or to
bear burdens, *uch as camels and horses, are affected more
seriously though usually not fatally In such cases, the saliva
attacks the muscles of the animal's back, causing weakness
and severe pain. The animal so affected cannot carry burdens
or be induced to move far.
The disease in either humans or animals can be cured by a
cure disease spell. Otherwise, those affected return to normal in
approximately two weeks. A few of the desert tribes claim to
know of a nonmagical remedy which is effective within three
days, but reports of this are unsubstantiated. Caravans attract
the addazahr, and their depredations can cause loss of time
while camels recover, loss of money due to late arrivals at mar¬
ket, or even loss of life in cases where the caravan becomes
stranded far from a water source. Because of their physical
forms and the effect their bite produces, this bane of mer¬
chants is sometimes jokingly referred to as JThe straw that
broke the camel's back."
Almost any sort of attack will kill addazahr. They are suscep¬
tible to both normal and magical cold or fire, and any hit upon
them will destroy them. Water and other liquids do them no
particular harm, unless they are completely immersed in the
liquid and restrained from flying or crawling out of it, in which
case they will drown like any other air-breathing creature.
Habitat/Society: Addazahr move about almost constantly
seeking out food. They are most commonly encountered in
arid, seasonal grasslands in deserts. Though they are omni¬
vores, they need to feed on the blood of warm-blooded crea¬
tures in order to reproduce. Females that have fed on blood
enter a cycle and produce eggs within 72 hours. The eggs
(which are too small to be easily seen by the unaided human
or demihuman eye) are laid in whatever terrain the insects are
currently passing through. They hatch in a month. If there are
no plants or animals nearby upon which the young can feed
when they hatch, they die. Even if they take in blood as their
chief sustenance, the young insects cannot reproduce until
they are three months old. These are the chief regulating fac¬
tors of their existence, keeping the fast -breeding insects within
reasonable bounds. They can live to be up to a year old.
Addazahr have no permanent lair and hoard no treasure.
Ecology: Addazahr are parasites. Their role is that of a scav¬
enger and occasional accidental pollinator. They can feed on
carrion, though they cannot use any blood gained thereby to
reproduce, and they often break down small seed casings for
food. Their wings, though fragile, act as collectors of pollen,
and they may transport pollen from one plant to another.
If their eggs can be located, they can be gathered and carried
without harm to them. When they hatch, they can be kept in
glass or pottery jars so long as they have air and food.
3
Amiq Rasol
CLIMATE/TERRAJN;
FREQUENCY:
ORGANIZATION:
activity cycle:
DIET:
INTELLIGENCE:
TREASURE;
ALIGNMENT:
NO. APPEARING;
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGE/ATTACK;
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE;
SIZE:
MORALE:
XP VALUE:
Sea coast
Very rare
Solitary
Any
Special
Highly (13-14)
Nil (C)
Neutral evil or neutral
1-10
4
18, Sw 9
9
11
3
Id4/ld4 (daws), ld6 (bite)
Energy drain, charm
+2 or better weapon
to hit, spell immunities
Nil
M(5'~6' tall)
Elite (14)
7,000
Amiq Rasol, also called deep men or dark men , are undead cor¬
sairs who were lost at sea, murdered, or marooned. Corsairs
who refused to acknowledge or turned away from the gods
may also become amiq rasol. They haunt the coasts or islands
nearest the site of their deaths and prey upon those mortals
unlucky enough to stumble across them. Though usually soli¬
tary (e.g., a single marooned corsair), several may be found
near the spot where some disaster befell their ship.
The amiq rasol look like normal corsairs except that their
eyes have an eerie greenish glow in the dark and their nails
and teeth are slightly elongated. Their skin is paler than it
ought to be, and their dothing shows some signs of wear.
Anyone seeing an amiq rasol through a gem of seeing, or while
using a true seeing spell will see the creature's true appear¬
ance— a rotting corpse.
Combat: Amiq rasol attack with claws and teeth, causing ld4
points of damage with each claw and biting for ldb, The bite
of the amiq rasol also causes the victim to lose one level of
experience. As with other undead that use this attack form, the
effect reduces the Hit Dice, class bonuses, and spell abilities of
the victim. A victim drained of all levels dies, but does not
become an amiq rasol in turn. Such a victim may be raised or
resurrected normally
In addition to their other powers, amiq rasol are able to cast
a powerful charm spell (save vs, spell at -2) which they use to
entice mortals to them. They can use this ability three times a
day. A very few of these creatures are simply neutral rather
than neutral evil; these often will use their charm spells to con¬
vince mortals to travel to the place of their death, find their
remains, and have the proper death rites performed upon
them by a priest of 9th level or higher. If this rite is performed,
the amiq rasol is freed from its undead existence and released
to go on to its afterlife,
Amiq rasol can be turned as vampires, except in the actual
place of their death, where they cannot be turned at all. They
are immune to s/cep, charm, hold , and cold-based spells. They
can be hit only by +2 or better weapons. Holy water inflicts
2d4 points of damage per vial, but only against evil amiq
rasol. A raise dead spell will slay an amiq rasol permanently
and a resurrection spell will restore the being to life. If slain by
other magics or by weapons, it reconstitutes and forms
another body within 24 hours.
Habita I/Society: Amiq rasol are found only near the site of
their deaths. They are not tied to the exact spot, particularly if
they died at sea, but are always found on islands or on the sea
coast near the actual site. They feed off the energy they drain
from mortals, and amiq rasol that do not feed for several years
will fade away until they become wraiths. Though they prefer
the dark, amiq rasol are just as capable of moving about and
attacking by day. They are quite intelligent and may seek to
pass themselves off as living beings in order to join a party of
adventurers and assure themselves of continued feeding.
Whenever an amiq rasol travels more than 100 miles from its
place of death, however, it fades away and returns to the spot
of its demise. They are partly creatures of the Negative Mater¬
ial Plane and must therefore maintain some contact with it
through their habitat. They have no true society. Even those
found together seem almost entirely self-absorbed and uncon¬
cerned about their fellow undead spirits.
Ecology: Amiq rasol retain some of the some of the equipment
and treasure they had when living, and collect such from their
victims. One tale tells of an amiq rasol that led a party to a
cache of buried treasure in return for their collecting its bones
and performing the proper final rites.
9
Arch-Shadow
Arch-Shadow
Derm-Shade
CLIMATE/TERRAIN:
Any
Any
FREQUENCY:
Very rare
Very Tare
ORGANIZATION;
Solitary
Solitary
ACTIVITY CYCLE:
Any
Any
DIET:
Nil
Nil
INTELLIGENCE:
Supra -genius
Supra-genius
(19)
(20)
TREASURE:
Nil (C)
NU (W)
ALIGNMENT:
Any evil
Any evil
As evil wizards and priests grow older and see their deaths
before them, some decide to take their chances with becoming
a lich. Most fail and die. The unlucky few who survive the
process but fail to achieve liehdom become arch-shadows.
Arch-shadows are undead that resemble ghosts or ban¬
shees. They wander the earth: brutal, unforgiving, and nearly
maniacal in their quest to attain a secure existence. Although
usually disguised, an arch-shadow in its natural form appears
as a ghastly silhouette of its original body. Piercing blue- white
pinpoints of light serve as eyes, its hair is ebony and its finger¬
nails have turned blue-black*
After gazing at an arch-shadow in its true form for ld4
rounds, another side of this undead becomes apparent. The
skin that covers its ghostly body becomes withdrawn and
tight, and Us blue white eyes are tinged with crimson. Its face
is contorted in pain and agony. Sages have speculated that this
was its final appearance before death, but only the arch-shad¬
ows know for sure.
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0;
NO, OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE;
1
6
9
84
12
i
Id#*!
Spell use
energy drain
4 1 or better
weapons to hit
Nil
M (h tall)
Fearless (19-20)
4,500
1
1
9
11 4
9
1
2d4
Spell use,
energy drain
42 or better
weapons to hit
Nil
M (&' tall)
Fanatic (17—18)
8,000
Combat: An arch-shadow usually fights to drain energy from
powerful creatures in order to achieve demi-shade status. If an
arch-shadow is forced into a battle in which it has no chance of
furthering this goal, it feigns its own death and awaits another
opportunity
Each successful attack by an arch-shadow causes Id44l
points of damage (creatures immune to cold suffer only Id 4
points of damage). By force of will, the arch-shadow can also
choose to drain one life energy level from its target, but this
reveals its true form.
Arch-shadows retain the spellcasting abilities they had in
life; most undead of this sort are of 18th level or higher in cast¬
ing ability They can use the same magical items they wielded
in life.
Arch-shadows cannot be destroyed by simple combat, pow¬
erful magic, or chance. Their life force is stored in a receptacle,
a magical item of moderate to great power that the arch-
shadow carefully protects. A magical weapon of +1 or greater
enchantment is required to strike the arch-shadow. Upon
being reduced to 0 hit points the arch-shadow simply dis¬
solves, drawn back to its receptacle. It can be permanently
destroyed by destroying its receptacle.
Arch-shadows are unaffected by natural sunlight and are
immune to steep, charm , hold , energy drain, enfeeble merit, and
mental attacks.
Arch-shadows are especially vulnerable to turning, being
turned as wraiths.
10
Arch-Shadow
Habitat/Soeiety: Arch-shadows are relentless in the pursuit of
demi-shade status. This desire is immediate and overwhelm¬
ing, To this end, they will take any necessary action, and may
cooperate with adventurers or any other creatures who can
help them accomplish their goal.
Creatures aiding an arch-shadow should expect little more
than the chance to serve the demi-shade once this form has
been achieved. Demi-shades expect loyalty from their subjects
but hav e no qualms about betraying their followers in pursuit
of their goals.
Ecology- There are no recorded instances of a high-level priest
or wizard striving to become an arch-shadow — misfortune
leads to their existence.
During the process of achieving Lichdom, the wizard or
priest creates a special phylactery in which to store his or her
life force. If this item fails during the process, there is a tremen¬
dous explosion and a 5% chance that the wizard or priest
becomes an arch-shadow instead of being utterly destroyed.
More often than not, faulty construction or some slight error in
an incantation causes the delicate process to break down.
Once the lich -treat ion process has failed and the caster has
successfully made the crossover to arch-shadow status, survival
is not guaranteed. A system shock roll must be made, with fail¬
ure indicating that the arch-shadow is drawn into the Plane of
Negative Energy If the roll is successful, the arch-shadow is
teleported to the location of an item of moderate to great power
(a staff of curing, a +3 or better weapon, a ring of wizardry, or
another item with an experience point value greater than 1,500),
into which it can place i ts life force* An artifact is unsuitable, nor
can the item be one owned by the arch-shadow or any farmer
henchmen; no item that was within 10 miles at the time of the
failed attempt to become a lich is suitable*
The decision of which magicai item to use is not made by the
arch-shadow. The arch-shadow is teleported to a location
where a suitable item exists. After infusing the item with its life
force, the arch-shadow has tremendous capabilities regarding
the uses of that item* The arch-shadow can add additional
powers to the item, place contingency and warding magics
upon itr and generally attempt to twist its magic for specific
purposes. Adding additional powers to the item may destroy it
and thus destroy the arch-shadow* The chance of destroying an
item by placing additional powers into it is 5% per spell level
of the power. In order to destroy an arch-shadow, the item
infused with its life force must be destroyed. Once the item is
destroyed, the arch-shadow loses 2 hit points per day until it
reaches 0 hit points, at which time it permanently dissipates*
To become a demi-shade, the arch-shadow must drain life
energy from creatures that have touched its receptacle within
the last 24 hours. It usually takes eight life levels gathered
ivithin two hours for the change to occur, but an arch-shadow
can gamble in order to gain more Hit Dice in the process of
transforming* It typically accomplishes this by draining high
level characters or powerful creatures* For each additional
level over eight that the arch shadow drains, one extra Hit Die
is gained. If the draining takes place in a particularly unhal¬
lowed place, the arch-shadow gains an additional Hit Die. The
arch-shadow cannot exceed a total of 30 Hit Dice,
Demi-Shade
This is the mature form of the arch-shadow, After draining
enough life energy to emerge in its new form, the demi-shade
typically disappears from the face of the world for a time as it
determines its next course of action Since it still retains its link
to the magical item that carries its life energy the demi-shade
normally brings the item with it for safekeeping* TTie desire to
be free of the limitations of the receptacle and the threat of
extinction when it is destroyed becomes paramount.
The demi-shade appears as a physical manifestation of its
previous body. Skin color changes to a deep shade of gray-
black, and its eyes bum a fierce crimson,
Combat: The touch of the demi-shade inflicts 2d4 points of
damage and drains one level. Magical items that grant immu¬
nity to life level loss (eg., scarab of protection) are 25% likely to
fail against the power of the demi-shade*
A demi-shade has all of the resistances and immunities of
an arch-shadow. Furthermore, a demi-shade can be struck
only by magical weapons of +2 or better enchantment. It is not
adversely affected by sunlight but tends to avoid it nonethe¬
less. If its receptacle is destroyed, the demi-shade loses 4 hp
per day until it perishes.
The demi-shade can be turned as a lich*
Habitat/Society: The demi-shade remains highly interested in
the affairs of the living. After at least 4d!0 years of solitude, the
demi-shade puts its plans to work. If there is a way to cause
widespread destruction and fear in pursuit of achieving its
new goal, so much the better. These acts serve only to reinforce
the fear of the demi-shade s power. Although demi-shades sel¬
dom have any desire to rule countries, they possess a fierce
determination to see the world bum around them*
II
Automaton, Scaladar
CUM ATE/TERRAIN;
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
A^ty warm land or subterranean
Very rare
Special
Anv
Nil
Non- (0)
Any possible (guardian)
Neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAM AGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XF VALUE:
1-4
2
9
7+7
13
3
Idl2/ldl2/2d4 + special
Electrical sting
See below
35%; see below
H {12'+ long)
Special
5,000
Scaladar are automatons, scorpion-like guardian monsters
originally created by a mage named Trobriand, Rumor has it
that some of these cold, methodical killers are released with
orders to simply destroy all living things they encounter — for
that is how many of them behave.
Combat: These smoothly-moving metallic constructs attack by
grabbing prey wi th two huge pincer daws while they also lash
out with their sting-equipped tails. Thus, a scaladar can poten¬
tially fight three opponents at one time. The claws do Id 12
points of damage when they close on a victim, repeating that
damage each round thereafter until the victim breaks free. Vic¬
tims mav try to escape a claw once per combat with a success¬
ful bend bars/ lift gates roll. If the roll fails, they are trapped
until the scaladar drops them to grasp another opponent.
Trapped beings are automatically struck by the scaladar's
sting, no attack roll is required for the sting attack. Trapped
victims are also used to bludgeon other beings or surround¬
ings — the pincer does not release the victim but makes an
attack roll; if successful, it bludgeons an opponent for ld4
damage, which does an already-gripped victim an additional
ld6 damage.
A scaladar's sting does 2d4 points of physical damage, and
also delivers an electrical discharge of ld12 points to any vic¬
tim it "stings/' This attack can be generated by the scaladar
only once per turn, but its sting can be augmented by electrical
attacks, lightning strikes, and by magic cast at it.
Scaladar absorb all electrical attacks and all magic missiles.
The former are retained as stored energy; calculate the hit
points of damage of the attack and retain it- — each point of
damage equals one point of stored energy. The scaladar's
stored energy is released by the tail sting in d!2 discharge-
attacks. The scaladar cannot release its stored energy in a
"sting" unless it has 12 points or more stored away.
Scaladar can absorb magic missiles . These serve to heal hit
points of damage suffered by the scaladar. The magical energy'
can be used to heal the scaladar only during the round the
magic missiles hit After that time, the magical energy is dissi¬
pated and lost,
Scaladar take only half damage from fire-and -heat-based
attacks, and half from all edged or piercing weapon attacks.
The "metal monsters" are immune to disintegrate, maze, crys -
talbritHe, and any acid- or cold-based spells. Attempts to men-
tally influence a scaladar will always fail, making charm ,
control, and illusion spells useless; unless one is the creator of
a particular scaladar, or another being identified by the same
creator as a legitimate "controller/' characters will never com¬
mand scaladars with powers less than a full wish .
Scaladar can climb trees and rockpiles, albeit clumsily, but
cannot swim or float. They can temporarily operate underwa¬
ter without impairment; treat their electrical "stings" as 30
foot radius fireballs, doing the scaladar itself no harm. How¬
ever, the metallic scorpions rust within ld20 days, reducing
them to half movement rate, and la ter (another ld20 days) into
total immobility.
Habitat/Society: The scaladar form no social groupings; they
are encountered singly or in groups as ordered and deployed
by their controllers,
Scaladar are always aware of the presence of others of their
own kind within 100 feet. This detection also applies to sens¬
ing their creator or controller. If a scaladar is attacked within
the range of others, they all immediately sense the threat — and
may aid their fellow if their current operational orders allow
it, In a like manner, die controller of a scaladar can mentally or
verbally communicate an order to all scaladar within 100 feet.
A controller can only mentally command scaladar if he has
one of the rings ofTwhriami.
Some wizards have attempted to devise specific spells allow¬
ing them to control encountered scaladar, while others are
rumored to have attempted to make their own scaladar. If any
mages have achieved success, they have so far kept silent. It is
suspected that Trobriand has created some scaladar to destroy
any "inferior models" of scaladar made by other wizards.
Ecology: Scaladar eat nothing, and function as predators only
when ordered to do so. Most serve as guardians of their con¬
troller's keep, programmed with a specific range and specific
12
Automaton, Scaladar
objectives, such as "Keep this area around my lower free of
any creatures larger than one foot tall." The scaladar pursue
their orders without question and kill without compunction, if
so ordered. As cold, bloodless, nigh-mindless killers, they are
enemies of all living creatures.
Most scaladar are under orders to seize and swallow intact
any magical items that they' detect save those directly wielded
by their controller; in this role, they constantly attempt to
remove objects bearing dweomers from open use in their
vicinity A scaladar's orders are usually structured for primary
and secondary goals — the collection of magical items is often
its primary goal, though it often has to use force to achieve
that goal.
Scaladar are created by a complex, exacting, jointly mechan¬
ical and magical process, so far solely practiced by their inven¬
tor, the archmage Trobriand. Sages believe that similar
creatures were once in use in Myth Drannor. Netheril, and
other magic-proud realms of long ago — and that a few of these
may yet survive in long-sealed tombs and lost treasure-vaults.
Other sages, those versed with speiljamming, argue that the
Enhanced Scaladar (Squch)
The enhanced scaladar, of which the only known
example calls itself Squch, is an automaton espe¬
cially created by Trobriand. Squch is physically
identical to a normal scaladar, aside from its intelli¬
gence (16}, magic resistance, independent will (neu¬
tral evil alignment), and a magical voicebox that
allows it to speak common and drow.
Combat: Squch attacks like other scaladar. More¬
over, the enhanced scaladar holds the victim in its
vise-like grip and bludgeons other enemies with
that unfortunate, dealing ld4 points of damage to
the bludgeoned foe, and an additional ld6 points of
damage to the tightly-held victim/weapon.
Like its less-intelligent cousins, Squch can absorb
all magic missiles and all electrical attacks, and these
have the normal effects. In addition, Squch has a
magic resistance of 50%.
Like ail of Trobriand's constructs, Squch is
immune to disintegrate, maze, aystalbriUle, and any
acid- or cold-based spells. It takes only half damage
from fire- and heat-based attacks, and half damage
from any attacks with edged or piercing weapons.
All attempts to mentally control Squch will fail
unless they specifically use Tfobriand's Master Ring.
Habitat/Society: The enhanced scaladar has a more
advanced artificial intelligence, allowing it to
directly control its fellow constructs. Its primary
magical "programming" instills in it a directive for
control. It does realize, however, that it and the
Other metal monsters of it kind are unquestioningly
scaladar are a larger derivation of the dreaded mechanized
clockwork horrors. This theory is supported by Trobriand's
duplicate copper horror in his laboratory.
Rings of Trobriand
These magical rings are the creation of Trobriand, an
apprentice of Halaster and creator of the metallic scaladar. The
rings allow mental contact and command of any scaladar
within 1 00 feet. The rings of Trobriand also protect the wearer
from attack by any scaladar, regardless of its orders; the ring
will cause the scaladar to shut itself off for ldl2 turns immedi¬
ately upon contact with the wearer. The only exceptions to this
effect are scaladar under the command of Trobriand's Master
Ring of the Scaladar. Trobriand's ring can override any scal¬
adar's orders and issue new commands from a distance of 500
feet. The Master Ring temporarily locks out all other orders as
the scaladar pursues the objectives given by Trobriand and
cancels the shut-down effect of a minor ring. Trobriand has
eliminated hated ex-apprentices as well as rival mages by
attacking them with their own scaladar forces.
under the control of the Master Ring (though Squch
thinks it might have ways around that, provided
enough magic , . . }.
Squch is intelligent and ambitious and is follow¬
ing its directive of control quite well. It has delu¬
sions of grandeur along with its control directive,
and is ruthless and totally lacking in qualities such
as compassion or curiosity. It wants only one thing:
to further its ambitions and obey its "need" for con¬
trol. It is driven by a mechanical logic and is too
intelligent to fall for spurious arguments or unsup¬
ported threats. Unlike others of its kind, Squch does
not kill blindly and automatically; each opponent is
evaluated in terms of what Squch might gain from
him or her.
Squch moves smoothly on level ground, but can
climb rockpiles in a clumsy fashion. It knows that it
cannot swim or float, and that its metallic body
would eventually rust if exposed to water for
extended periods of time, and so it remains on dry
ground at all times.
Ecology: Squch eats nothing, and requires no fuel.
Trobriand knows of its ambitions, but only finds
them "amusing from an anthropological point of
view." He also knows that the construct will obey
him without question, due to his Master Ring. With
matters at an apparent impasse, Trobriand continues
to observe Squch and its fellows with much amuse¬
ment and interest. Squch, on the other hand, works
incessantly to gain control of itself (it wants to find
magic that allows it to defy Trobriand's control).
13
Automaton, Triobrand's
CLIMATETTERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Ferragam
Subterranean
Very rare
Special
Any
Nil
Semi- (2-3)
Incidental
Neutral
Silversann
Subterranean
Very rare
Special
Anv
Nil
Very
Special
Neutral
Thanatar
Subterranean
Very rare
Special
Any
Nil
Non- (0)
Incidental
Neutral
NO. APPEARING:
1-6
1
2-5
ARMOR CLASS:
4
4
0
MOVEMENT:
6
18
12
HIT DICE:
5
3
12
THACO:
15
17
10
NO. OF ATTACKS:
2 + special
1
11
DAMAG E/ ATTACK:
Id3/ld4+l
ld4
1d20/ld20/ldl2
SPECIAL ATTACKS:
Fire jet
Nil
Gas
SPECIAL DEFENSES:
Immune to heat, hall
damage from edged
weapons, immune
to mind control
Nil
Special
MAGIC RESISTANCE:
10%
40%
25%
SIZE:
M (5#~7J long)
S (2' long)
H (15 'long)
MORALE:
Fanatic (IS)
Fearless (19)
Champion (15)
XP VALUE:
1,400
640
9,000
(4
Automaton, Triobrand's
Ln aspiring tn make reliable and powerful artificial guardians,
the mage Trobriand created a number of different prototypes
and models over a number of years, all of which he aban¬
doned with the creation of his scaladar (see Scaladar). "Tro¬
briand s automatons" genetically refers to the multitude of
mechanical creatures originally designed and created by the
mage, but discarded. Three major types of Trobriand s automa¬
tons are currently functional: thffferragan, a workhorse and
mechanic for other automatons; the silversann, the "brains" of
the automatons and ersatz wizard; and the t fmmtar, quite liter¬
ally the w ar machine. These three are the primary creatures
currently in use. Triobrand created other automatons, but
these tend to be little more than randomly constructed mobile
scrap heaps used by others for spare parts*
Ferragan
Ferragans appear to be large, crablike creatures with six legs
and two manipulative appendages. One of the appendages is
a grasping arm with three large, strong fingers that look like a
crab s daws. The other is a shaping arm similar to a large ham*
mer or mallet with a large, rounded head for pounding. The
small, flat head of this creature contains three eyes set forward
in a triangular pattern, and a thin nozzle where the mouth
would be on a living creature,
Ferragans are workhorses, their job being to repair other
metal creatures and to make simple spare parts for them. They
also seek out and store any and all raw materials that can be
used for automaton assembly, VVhen they find a source of
metal (raw ore, a sword, or a suit of plate armor, for example),
they attempt to collect it and bring it home for sorting and
storage. They are intelligent enough to follow simple direc¬
tions and to leam that certain creatures or objects are not raw
materials.
Combat These constructs attack by grabbing victims with the
pincer arm (for Id3 points of damage) and battering them
w ith the shaping arm (for ld4+1 points of damage). An oppo¬
nent can attempt a bend bars/ lift gates roll every round to
escape the pincer arm. If a target is grasped and successfully
held by the pincer, the ferragan attacks with a +2 bonus with
the shaping arm in subsequent rounds* Every other round, it
can attack with a fire jet from the nozzle on its head. This is a
narrow flame similar to a cutting torch, and can be used only
against held targets for 2d6 points of damage. This can be used
no more than six times a day.
Due to their function, all ferragans are immune to heat dam¬
age, Their metal construction results in half damage from
edged or piercing weapons. They are immune to al! mind con¬
trolling attacks as they don't have living minds.
Habitat/Society: When he originally created the ferragans,
Trobriand felt that they could take over the manufacture of
simple parts for him, freeing him to devote himself to more
creative work. However, they w ere more trouble than they
were worth, as they constantly took valuable metal objects
(like iron bunds ofBilarro} to use for spare material. Rather than
improve their intelligence and repeat an earlier failure with
the silversann (see below), Trobriand banished all of his ferra¬
gans, both working and broken-down models.
Ferragans are mechanics. They create spare parts for any
automatons that have been damaged in accidents or battles,
and gather raw materials. They do not attack new- arrivals to
take metal from them, but they defend themselves to the best
of their abilities from persons who physically object to having
their armor or weapons stolen. They stop fighting when they
get the metal they seek, and scurry away to sort and store it for
later use, Ferragans do obey tine silversanns and carry out any
commands to the best of their understanding (admittedly not
very great, but they do their best). They can also send out
alarm signals to the thanatars for aid in obtaining metal,
though the thanatars respond to the ferragans’ signals only
50% of the time*
Ecology; Ferragans do not eat or drink, though their internal
manufacturing processes leave many by-products in their
habitats* Smoke and welding fumes are thick in the air around
them , and living creatures engaging in strenuous activity (t,e*,
combat) around them must roll Constitution checks each
round or suffer a penalty of -2 on all combat rolls and profi¬
ciency checks until they rest for l to 8 rounds. This effect
ceases after leaving the ferragans' area. Like all of of Tro-
briand’s automatons, ferragans must obey commands from
Trobruuhfs Master Ring.
Silversann
Silversanns look Like mechanical silver fish with several fine
manipulators attached to their bodies at the base of their
heads, looking like elongated antennae. They are a flat black
color rather than silver, and their black armor does not reflect
light. While appearing delicate, the silversann are stronger
than they look and can carry 100 to 150 pounds, or drag per¬
haps two to three times as much.
Silversanns were invented by Trobriand to seek out magic
and machinery, ascertain items' functions, and return useful
items to him. Despite their simple tasks and bodies suited for
said tasks, the silversanns were one of Trobriands most disap¬
pointing failures.
While they possessed the intelligence he had hoped for and
the curiosity needed to seek out new items, they also retained
quite a bit of free-will and stubbornness within their artificial
intellects. This created disturbing tendencies in them to keep
objects they found for study and use rather than giving them
to Trobriand after discerning their function. They also could
lose track of their missions when something piqued their
wide-ranging curiosities. While several are still in his service,
most of the silversanns were discarded after failing to respond
to Trobriand in an appropriate manner.
Combat; Silversanns are not suited for combat and often flee
such situations if given the opportunity to do so. They seldom
confront anyone not known to them except when supported
by thanatar units. If forced into combat, they strike with their
manipulator-tentacles, using them like whips (1-2 points of
damage). They are intelligent enough to strike at vulnerable
areas, such as eyes, and have a 20% chance with each success¬
ful hit to blind an opponent. This is only possible if their oppo¬
nent's eyes are within their limited reach.
If physically threatened or pressured, the silvers an ns can
"mentally*' command any of Trobriand hs automatons within
100 feet. This is their primary form of defense, using the fer¬
ragans and the thanatars as their enforcers. Under their con¬
trol, any of Trobriand s automatons will sacrifice itself to
protect the silversanns. Any of Trobriand’s automatons that
are somehow made to attack the silversanns will immedi¬
ately deactivate for 1-12 rounds upon contact with their com¬
manding silversann. The only mechanical automaton that is
immune to their control is Squch, the enhanced scaladar (see
Automation, Scaladar).
15
Automaton, Triobrand's
Habitat/ Society: Silversanns are solitary creatures. They have
the ability to detect magic, as befits their task of finding and dis¬
cerning magical items. They can also duplicate the abilities of
a wand of metal and mineral detection r allowing them to detect
concentrations of metals and use their intelligence to deter¬
mine whether it is useful for their master or not. Both of these
abilities operate at all times.
Silversanns exist only for the acquisition of knowledge and
will go to great lengths to investigate a new fact. Whenever
two or more silversanns meet, they spend one turn exchang¬
ing any new discoveries they have made. After this exchange
of information, they go their separate ways. Under normal cir¬
cumstances, this is the only "social" contact they have.
The silversanns rebuild ferragans and thanatars to fulfill
their impulse for investigating and fixing mechanisms. If con¬
fined to an area, silversanns may become "frustrated" at their
inability to explore and turn to independent research as a way
to maintain their function of "seeking magic," Some may try
to recreate themselves with more intelligence in the hopes of
creating a magic-using silversann. They hope that a "wizard"
machine can manipulate magical portals, allowing them to
explore even more freely
To this end, they may well question adventurers, trying to
find out what quality controls the ability to manipulate magic.
They have been unsuccessful so far and may resort to the dis¬
section of magical items (and mages!) to see il there Ls some
internal mechanism or organ that governs this ability They
hope that, if such a thing is discovered, they can duplicate it
within their own structures*
Silversanns have the ability' to control other types of Tro-
briand s automatons similar to that granted by a ring of Tro-
brimtd. Mechanisms similar to said rings are embedded within
their heads, though it would take a character with an Intelli¬
gence of 18 and a full knowledge of clockworks to find one.
They are unique among Trobriand s creations in that they can
sometimes resist such rings themselves. This chance is 50% for
the normal rings and 1 5% for Trobriand* $ Master Ring. So far,
the only silversanns that have resisted the Master Ring have
been discarded.
Ecology: Silversanns have li ttie or no effect on their immediate
environment. They are not inherently destructive like
thanatars or ferragans. and are interested only in seeking new
knowledge of a mechanical or magical nature. Any encoun¬
tered silversann is 35% likely to be carrying a random magical
item that it is experimenting with or studying (or returning to
Trobriand). Silversanns can function in any normal environ¬
ment and are small and agile enough lo climb stairs and rock
piles, as well as being able to function underwater for limited
periods of time.
Thanatar
The thanatar is one of Trobriand's attempts to improve a
mechanical guardian called the scaladar, Resembling a scal¬
adar in shape (a large metallic scorpion), the thanatar is not
meant to be used as a security force, but as a powerful weapon
of war* A thanatar has two huge front pincers and a heavy
bludgeon on the tail in place of a stinger. It also has a large,
wide nozzle for emitting gas at the front of its head between
decorative metal mandibles.
Combat: A thanatar, like a scaladar, has no intelligence but is
aware enough to carry' out fairly complex orders in combat, it
can also improvise if necessary. It attacks with the large tail
bludgeon (Id 12 points of damage) and two large pincers (ld20
points of crushing damage each). An opponent hit with a pin-
cer can try to escape with a bend bars/ lift gates roll. Failure
means the creature is subject to automatic damage each round
and cannot escape until otherwise freed. If both pincers hit,
the thanatar can hold an opponent and project a sleep gas
from the nozzle on its head (save vs. poison or fall uncon¬
scious for 2-8 hours),
Thanatars are immune to nonmagical edged weapons, and
they suffer only half damage from nonmagical blunt and mag¬
ical edged weapons. They are immune to acid damage and
take half damage from fire or heat based attacks. They are
immune to mind controlling attacks, being of artificial con¬
struction, and are likewise immune to illusions.
Though they have no innate intelligence, thanatars are built
and programmed with a basic knowledge of tactics and strat¬
egy. They w ill coordinate their attacks to the best effect and
will often cooperate to eliminate the most dangerous oppo¬
nents before pursuing or attacking less powerful ones, They
are also cognizant enough to recognize when they are out¬
matched and to retreat for new instructions from their com¬
mander, or to regroup and attack under more advantageous
circumstances* They are not afraid to sacrifice themselves to
carry out their orders, but Lhey will not destroy themselves
foolishly unless actively under orders from Trohriand’s Master
Ring.
Habitat/Society: Thanatars form no "natural" social group¬
ings, being little more than automated war machines, but they
will naturally cooperate when several of them are working
together. They do not operate with any one thanatar in "com¬
mand" unless commanded to do so, but tend to respond to
their orders with a group mentality, all thanatars within a
group acting on one impulse and one objective, Thanatars do
not fight each other unless actively given conflicting orders,,
like "Protect the mage at all costs!" and "Kill that mage!" If
two or more thanatars within a group are given conflicting
orders, they will always see the other thanatars as the greatest
threat, and they will attack each other until only one is left
functioning.
tn some areas, thanatars act as the guards and respond to
commands from silversanns and ferragans, though their
responses to ferragans are limited, They are called upon when
any other units encounter intruders that they cannot handle
alone. Most often, this entails confronting parties of adventur¬
ers who are reluctant to give up their metal and magical items*
More rarely they are also called upon to control or subdue
newly rejected experimental automatons until they can be
assimilated into the community.
Thanatars are subject to orders from the enhanced scaladar
and the silversanns, actively pursuing their tasks as assigned,
except when imperative distress calls from other units inter¬
rupt them. If they are currently perforating a noncombat task,
they are 20% more likely to respond to an alarm for combat
(boosting the response to ferragan alarms to 70%). The
thanatars are, of course, subject to control by Trobriand s Master
Ring.
Ecology: Since few thanatars have as yet been let loose on the
outside world, there is no data available on their effect on a
natural ecology. However, it is certain that a large force of
thanatars on the move could have a devastating effect on their
surroundings if not ordered to restrict the damage to a partic¬
ular area.
16
Automaton, Triobrand's
TrobriancTs Minor Automatons
The**? are the multitude of unique rejects and failures that Tro-
brjand has discarded, Unlike the other specialized types of
creations here, few of these automatons were functional when
dumped. Most abandoned automatons are scavenged by ter¬
ra ga ns as scrap metal, though some maintain minimal mobil¬
ity and function. These creatures were then "fixed" by the
ferragans (or by the silversanns* experiments) and now are
significantly altered from any one particular form.
These minor automatons have a multitude of differing
shapes, sizes, and capabilities. Given Tmbnand's affection for
scorpions and other creatures of that type, that is the primary
shape found, though it is often altered and mixed (a metal
scorpion with a daw on its tail, a lobster-tike automaton with
tentacles instead of daws, etc.). Despite the preponderance of
this phenotype, Trobriand's automatons span the range of ani-
malia and beyond, producing remarkable metallic representa¬
tions of nearly any monster or animal known.
Such automatons can have a wide number of variations
across a wide number of characteristics. When a DM wishes to
create a new minor automaton, always keep in mind that these
automatons were rejected, abandoned, or damaged and their
quirky construction should reflect that. The checklist given
can help DMs determine the general physical characteristics of
a minor automaton.
* SIZE: 1-20 feet in overall length or diameter
* INTELLIGENCE: Non- (0) to Semi- (2-4)
* KIT DICE: 1-8
* BODY TYPE: Scorpion, crab, silverfish, spider, lobster;
any other legged monster or animal
* APPENDAGES/ LIMBS: 2-8;
* FORMS: pincers, claws, hooks, tentacles, clubs, whips,
blades, etc.
* RESISTANCES: All are immune to mental control spells
and illusions due to their artificial construction (unless
DMs wish to create a new artificial sentient). Standards
are * damage from fire, acid, edged weapons, and cold.
Specials include magic missile or electrical absorption and
healing or magic resistance of 5-75% effectiveness.
* DISADVANTAGES: Double damage from specific attacks
(like add), limited sensors (infra vis ion only, sonar only, mal¬
functioning eyes), cracked or missing armor, or mobility
problems (broken limbs, rusting, etc.).
Automatons are usually assigned duties usually having
nothing to do with player character interaction and, as such,
will only attack if prevented from performing their function or
m self-defense. The primary automatons encountered, other
than the ferragans, scaladar, silversanns, and thanatars, are
miner automatons, which are all assigned the task of drilling
passageways for the silversanns,
Habitat/Society: These creatures are rarely found outside of
Triobrand's vicinity; more specifically, they are only found
within one of Trobriand ’s workshops or in a dumping ground
for failed machines.
Minor automatons are at the bottom of the social ladder,
They are given tasks such as hauling waste from ferragan
working areas or mining to expand the dwelling areas and to
search for raw materials. Digging causes a great deal of wear
and tear on the machines and this causes the ferragans to fre¬
quently have to replace limbs on the minor automatons. The
strain of trying to operate with a body that no longer meets its
original specifications causes many a minor automaton to go
berserk. When this happens, the thanatars destroy the offend¬
ing machine and its components are melted down bv the ter¬
ra gans and completely reworked in to new parts.
Silversanns often commandeer the minor automatons for
their experiments into expanded intelligence. As most of the
internal mechanisms for their artificial intelligences are
located in their heads, early subjects were simply decapitated
and their heads were replaced with other, larger heads. The
subjects of these experiments were seldom good for anything
but spare parts after this. A rare few', however, do survive the
experiments and show some improvements in mental capac¬
ity. The silversanns have not yet learned anything of real
value.
Automatons can be a source of information for adventurers.
Since they usually have no orders concerning outsiders, they
will speak with them if it does not interfere with their jobs.
Strangely enough, the minor automatons tend to form real
societies over time. They help each other whenever doing so
does not interfere with their individual tasks at hand, They
also exchange information on a regular basis and know more
about what is going on with the various parts of their area
than do the other units. This is the only advantage they have
in their struggle to avoid the scrap heap.
Ecology: Minor automatons do not eat and drink. They have
little or no direct effect on their environment other than such
tasks as mining. They do remove raw materials from the sur¬
rounding stone, but not in a random or destructive manner,
Rings of Trobriand
These magical rings are the creation of Trobriand, creator of
various mechanical monsters, The rings allow mental contact
and command of any of Trobriand s automatons, including
ferragans, scaladars, silversanns, and thanatars, within 100
feet. The rings of Trobriand also protect the wearer from attacks;
the ring shuts down any automaton for Id 12 turns upon con¬
tact with the wearer
The only exceptions to these effects are those automatons
under the command of Trobriand rs Master Ring. Trobriands
ring can override any other ring- wearer's orders and issue
new commands to automatons bom a distance of 500 feet. The
Master Ring temporarily locks out all other orders as the
automatons pursue the objectives given by Trobriand and also
cancels out the shut-down effects of the other minor rings. Tro¬
briand has eliminated many hated ex -apprentices and rivals in
this manner, lulling them into overconfidence and then attack¬
ing them with their own automaton forces.
17
Bat, Sporebat
C LI M ATE/TER R A I N :
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Temperate hills and plains
Very rare
Clutch
Night
Carnivore
Average to Very (8-12)
Nil
Neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACQ:
NO- OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1-4
8
3, FI 30 m
8
13
3
2dG each
Surprise, poison eye-blast
Alertness, immune to heat and fire
Nil
M (3' long, S' wingspan)
Elite (14)
7#000
This fungoid predator, sometimes called a flying eye, is a deadly
opponent when airborne, but is nearly helpless when on the
ground. Hie creature is about 3 feet long, with a wingspan of more
than double that. It has three powerful daws and a single, dark eye
that emits poisonous blasts. Its flesh is a deep gray or flat black.
The thinking process of the sporebat is quite alien, nearly
unfathomable to animal I deforms. They possess no language
that can be understood by humanoids, some sages believe their
reactions in certain situations indicate an understanding of sev¬
eral human, demi human, and humanoid languages. In addition,
their hunting techniques indicate a cold intelligence.
Combat: The sporebat is extremely stealthy. It moves with com¬
plete silence, and Its dark coloration allows it to blend into shad¬
ows, or to remain unnoticed against a night sky. The creature
remains at the same temperature as its surroundings, so cannot be
detected because of a temperature difference. In addition, the
sporebat hides and lies in wait for victims, swooping quickly to
attack when something comes into view. All this adds up to an
impressive -6 to opponents' surprise rolls, as well as a -2 penalty
to opponents attack rolls in darkness. The sporebat is very alert
itself and gains a -s-3 bonus to its surprise rolls,
Sporebats are tearless predators and might attack even a large
and well-armed group. They often begin an attack using their dev¬
astating eve-blasts. A sporebat can project a poisonous ray from its
eye, in a cone 51) yards long and 10 yards wide at the base. Any
creature caught in this area takes 4d6 points of damage, though a
successful saving throw vs. breath weapon reduces damage by
half. The eye-biast must then recharge, a process that requires 1
round per Id6 of damage; thus, if the sporebat recharges for 2
rounds, it can unleash a blast that causes 2d6 damage (a saving
throw for half damage still applies). The sporebat usually w aits
until fully recharged before using the eye-blast again, unless
severely injured. A >hnv poison spell doubles the amount of time
needed for the creature to recharge its eye-blast; a neutralize poison
(which requires the caster to touch the sporebat) destroys any
stored potential for an eye-blast, but the creature begins recharg¬
ing immediately thereafter.
While the sporebat waits lor its eye-blast to recharge, it
launches a series of sweeping attacks, returning every other
round from a different direction to daw at its opponents. When
more than one sporebat is present, they take turns attacking, so
that at least one sporebat attacks every round. Each of the spore-
bats three vicious daw inflicts 2d6 damage on a successful strike.
The sporebat is immune to heat and fire-based attacks, as well
as to the sporebat eye-blast.
After the sporebat has slain all opponents in view, it settles
over its kills and uses its claws to slice them into very small
pieces, then eats the juicy remains with its toothy mouth. Dur¬
ing breeding season (in the late fail), a sporebat might instead
plant spores in one of its kills.
Habitat/Society: Found in places that allow them space to fly,
sporebats usually travel and hunt in "dutches;1 groups born
from spores planted in the same carrion. They have no society
that can be understood by humans. All attempts at using psionk
methods or ESP spells to communicate with them yield only a
series of strange and disturbing images, none comprehensible.
Still, the creatures do seem to communicate with one another
perhaps telepathicallv, perhaps through the use of spores, per¬
haps by some other unknown method,
Sporebats seem to place great value on the companions in their
dutch, often seeming to become enraged when a spore-mate is slain
Sporebat reproduction requires that two sporebats release
spores over the same recently-killed animal flesh at the same
time. Several of the spores unite in the dead flesh, and 1 d5
young sporebats grow within a day. A young sporebat is about a
foot long, with a 3-foot wingspan; its attacks cause only half
damage. A sporebat grows to adulthood m six months and can
live for more than a century.
Ecology: Sporebats are dangerous predators that feed on all types
of animals, including both herbivores and other predators. Carno
votes find tire taste of sporebat flesh revolting, though some herbi¬
vores feed happily on dead sporebats. The flesh of a sporebat is
considered a delicacy by some human and humanoid cultures.
18
Beetle, Dragon
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT
Desert, subterranean
Uncommon
Nest
Any
Carnivore
Non- (0)
Nil (B)
Neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO, OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
2-16
7
15
1
20
1
ld4
Poison
Nil
Nil
T (1* long)
Unsteady (5-7)
65
Measuring about 1 foot long, dragon beetles are dark crimson
in color with black-trimmed shells. They have three horns,
spiked shells, and vicious-looking stingers.
Unlike other types o! beetles, dragon beetles do not have
wings. They are basically unintelligent, and do not see or hear
very well. They rely on taste and touch to interact with the
world around them.
Dragon beetles seem to communicate among themselves by
touch and a small variety of sounds, but they have no capacity
for understanding or communicating with intelligent crea¬
tures, When threatened, they produce a raspy, hissing sound.
Combat: Dragon beetles have two attack forms. The primary'
attack is a bite that delivers ld4 points of damage via strong
mandibles. The second attack is a stinger that delivers a dose
of venom on a successful hit The stingers physical damage is
negligible, and the poison only affects dragons and dragon-
kin such as drakes, pseudodragons, and wy veins. To others,
the sting is only slightly more bothersome than a normal
insect bite. It hurts a little at first, t ben itches, but produces no
other harmful effects.
Dragon beetles produce venom that doesn't harm humans
or demihumans, If a dragon or dragon-kin is hit by a dragon
beetle's stinger, it must make a saving throw vs, poison. A suc¬
cessful save inflicts IdlQ points of damage. A failed save
inflicts 2d 10 points of damage and marks the area around the
insertion point with a burning red scar.
Lone dragon beetles an? not typically aggressive. When con¬
fronted, a lone dragon beetle generally flees unless there is no
escape route. Even then, it will not attack. Instead, it lies per¬
fectly still and hisses, refusing to fight even i f attacks are
launched against it. tn groups Of two or more, however,
dragon beetles become very aggressive \nv creature that
comes within 10 feet of a group of beetles will be attacked* If
intruders approach a dragon beetle nest, all beetles present
swarm to attack, gaining a +1 attack roll bonus and a +1 dam¬
age bonus to all successful bites.
Habitat/Society: While most other types of beetles are not
social creatures, dragon beetles live together in groups called
nests. The nest Ls the most important location for a dragon
beetle, and it will defend tine nest from all intruders. Nests of
up to 16 beetles can be found in underground ruins, in
cramped caves, and even in thick clumps of underground veg¬
etation. At least half of the nest ranges out to hunt every day,
seeking recently killed creatures or prey that a group of beetles
can easily take down.
Nests are always occupied by larger, stronger dragon bee¬
tles, A nest leader is always 3 HD, with a stronger shell that
provides AC 5. The bite of a nesl leader causes ld6 points of
damage. Its venom inflicts 2d 12 points of damage on draconic
species (ldl2 if a saving thow is successful).
Ecology: Dragon beetles eat carrion, though they may bring
down smail creatures when they attack in sufficient numbers.
When enough meal is found (either carrion or prey), the bee¬
tles work together to haul the body back to the nest.
In the nest, the body is used not only as a food source — a
man-sized creature can last for as long as two months— but as
a depository for eggs. The females lay their eggs in the carcass.
When the eggs hatch (in about one month's time), the new¬
born beetles feast upon the remaining flesh until they are
strong enough to emerge and join the rest of the nest, Adven¬
turers locating a dragon beetle nest can sometimes find trea¬
sure on these egg-infested carcasses.
It is possible to extract dragon beetle venom and coat
weapons with it. Each beetle can produce 1-4 doses or coat¬
ings, and each dose is good for a single effect. On a naked
blade, the poison remains potent for one day. In a glass or
ceramic container, the venom keeps for a week. Crude armor
and shields can be fashioned from the chitinous shells of
dragon beetles, though this is a painstaking process and
requires proper knowledge of crafting techniques.
19
Bi-Nou
CTIMATE/TERRA1N:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Bi-Nou
Subterranean
Rare
Solitary or clan
Any
Carnivore
Very (11-12)
Special (eggs)
Chaotic evil
Rockworm
Subterranean
Very rare
Solitary
Any
Carnivore
Low (5-7)
Special (eggs)
Chaotic evil
Rocklord
Subterranean
Very rare
Solitary
Any
Carnivore
Semi- (2—4)
Special (hide)
Neutral
NO. APPEARING:
l or 2-8
lor 2
L
ARMOR CLASS:
1
-2
—4
MOVEMENT:
6
9
6
HIT DICE:
5+5
7
10
THAC0:
15
13
11
NO. OF ATTACKS
2
2
2
DAMAGE/ATTACK:
ld8/ 1d8
Id J2/ldl2
3d6/3d6
SPECIAL ATTACKS:
Spells, squeeze
Nil
Nil
SPECIAL DEFENSES:
Immune to blinding, mind-
affecting spells, and psionics
Nil
Nil
MAGIC RESISTANCE:
20%
20%
30%
SIZE:
M (5?-7J tall)
M (5'-7r long)
L f8'-15' long)
MORALE:
Elite (13-14)
Champion (15)
Champion (15)
XP VALUE:
975
2,000
5,000
Appearing as craggy columns with two short, jagged arms
ending in spiky claws, bi-nou look like stalagmites. Their
shapes render them practically invisible in a cavern filled with
natural rocky outcroppings, stalactites, and stalagmites.
Common bi-nou range from five to seven feet tall and weigh
from 600 to 1,000 pounds. Their rocky skin varies in color from
off-white to dark gray and they prefer to li ve in underground
chambers when? the natural rock color mimicks their own.
The bi-nou communicate telepathically in their own lan¬
guage and in d row, as they possess neither mouths nor vocal
cords.
Combat: Bi*nou are 70% likely to remain unnoticed when
encountered. They do not see or hear by conventional means,
and are effectively deaf and blind. However, they sense heat
and vibrations, having a form of batlike sonar. Their unique
senses give them a clear mental image of the size and shape of
opponents within 80 feet and they can distinguish between
living and non-living matter. They ignore any penalties related
to blinding effects (e.g., invisibility, darkness, light, etc,).
Bi-nou do not work together to attack their foes. They act
independently killing all living creatures entering their cav¬
erns. Despite their chaotic natures, some bi-nou have learned
to hold their attacks until creatures move within 40 feet; this
gives the monsters time to observe their foes,
Bi-nou often attack first with their innate spell abilities. Each
of the following spells is usable once a day as if cast by a 10th-
level wizard: slow, dig, stone shape, and wall of stone.
When foes are within striking range of a bi-nou, it strikes
with two jagged limbs. If both Umbs strike the same creature,
the bi-nou snares the opponent and squeezes it against its
rock)- body\ The creature suffers an additional IdB points of
damage per round until it frees itself with a successful bend
bars /lift gates roll, the bi-nou is killed, or it suffocates.
Although bi-nou have natural magic resistance, certain
spells can be deadly to them, Passwail stuns them for ld4
rounds instead of having its normal effect, and rock to mud
slays them instantly Stone shape operates as a heal spell, restor¬
ing all but 1 d4 of a bi-nou s hit points.
20
Bi-Nou
A bi-nou 's mind is different enough from other creatures' to
make it immune to mind-affecting spells and psionic attacks,
HabiUt/Society: Bi-nou hate all warm-blooded life— esperi ally
humans and humanoids, who hunt and steal their gem-like
eggs. Bi-nou do not hesitate to attack groups of humanoids,
even if the odds are against them. Only sick bi-nou or the very
young fail to attack trespassers in their domain. Sages believe
that when multiple bi-nou are present, they make contests of
the killings, though aH slain creatures are consumed as food. If
the creatures w ere tampering with bi-nou eggs, there seems to
be even a bit of malicious enjoyment in die kill.
Bi-nou are found either individually or in small family
groups. Individuals tend to be rogue young or outcast adults.
Groups are ruled by the largest bi-nou, and the leader's dan
follows orders without question (save those pertaining to
combat). The leader selects the cavern lair, determines which
of his charges warm the eggs, and metes out punishment if
eggs are harmed or stolen. Any bi-nou clan will have 2-8 eggs,
each valued at 100-1,000 gp. The eggs are hard and faceted
like gems, and are prized by dwarves, who have come to rec¬
ognize their value and rarity.
Bi-nou prefer damp, drafty caverns, where it is easier to
sense their prey Such a cavern is likely to hold remnants of
weapons and armor, as the bi-nou consume humans and other
beings and animals by absorbing the fleshy parts. The rock
creatures don't value these discarded "unlife things," though
they have learned that other living beings — especially humans
and demihumans — are attracted to the objects. Bi-nou have
been known to use their stew shape ability to put the metallic
leftovers on rocky pedestals to attract the attention of passing
adventurers,
Bi-nou also have been known to ally with drow — when the
number of dark elves is sufficient to pose a serious threat to their
clan. The bi-nou act as sentries for drow1 communities and out¬
posts, attacking and devouring trespassers, including drow who
do not belong to the community they guard. A few bi-nou even
act as guards for the dark elves, moving through their under¬
ground caverns and battling creatures that threaten the d row.
Ecology: Bi-nou are carnivorous, savoring the taste of animal,
human, and demihuman flesh. They devour their victims by
moving their forms over the bodies and absorbing all flesh, A
bt-nou’s treasure consists of unfortunate adventurers' gear and
the rock creatures' eggs. Most equipment is worthless, dam¬
aged when the rock creatures absorb their prey. However,
magical equipment tends to stay in reasonable shape. Bi-nou
corpses are used by certain dwarven builders, especially duer-
gar, as solid stone building materials,
Bi-nou are hunted by dwarves, particularly duergar, who
have discovered the rock creatures' eggs are valuable and that
armor and weapons can be found in some lairs. The eggs are
prevented from hatching by keeping them cold for many
hours, killing the young inside. This ensures the eggs retain
their gemlike appearance and value. Bi-nou eggs vary in size
and color, the younger eggs being smaller but of brighter hue,
while the older eggs are larger but lose much of their sheen.
No one knows exactly what the bi-nou are or how they
came to be. Most sages believe bi-nou are living rocks created
by some dark experiments of the drow. Some swear the rock
creatures were spawned by the mage Halaster to act as
guardians; they say that drow, while malign, are not known to
create living things out of such crude matter
Rock worms
Closely related to bi-nou, rockworms appear as stone snakes
with arms. They move along the ground like reptiles. Rock-
worms are not capable of upright stance. They travel like
ungainly snakes along cavern floors, using their jagged arms
to help propel themselves. Sages speculate that rockworms are
the predecessors of standard bi-nou, magically-created beings
with which their maker or makers were not satisfied. (This is
not true, however. Rockworms and bi-nou were created simul¬
taneously from different experiments,)
Rockworms are malicious, seeming to hate all creatures that
walk rather than crawl. Their attacking small groups of stan¬
dard bi-nou to vie for cavern territory or to claim food killed
by Iheir upright kin is not unheard of. Like bi-nou, the rock¬
worms particularly hunt out humans and demihumam as
thieves of their eggs.
Unlike the bi-nou, rockworms do not attempt to hide in
their surroundings — they lumber to the attack as soon as they
see a potential meal. Rockworms do not fear alerting their
prey to their presence. The segmented creatures know their
thick skin is impervious to most attacks and believe they can
eventually overtake most quarries.
Like standard bi-nou, rockworms lay valuable eggs. How¬
ever, unlike their kin, they warm their own eggs, leaving them
only for short times to catch nearby food. In this respect they
act as parents, while bi-nou in a clan are assigned to egg-warm¬
ing duty and never know which young are their own. Dwarves
are more careful when hunting rockworms. Although the stone
snakes are less intelligent, they can be more deadly
Rock Lords
More massive than rockworms, the "lords of stone," as many
call them, are deadly foes because of the massive amount of
damage their stony appendages can deliver. Appearing as a
stalagmite with larger limbs than a common bi-nou, these
creatures can move upright or slither across the floor. Their
thick hides make them very difficult to injure.
Some sages believe rocklords are simply very old rock¬
worms. They do not lay eggs and they do not associate with
others of their kind. However, unlike rockworms, the lords do
not battle over possession of a cavern.
The hides of these great, craggy creatures are especially
prized by underground races who mount war bands to destroy
the beasts. The war bands are careful how they attack the lords,
as they do not want to overly damage the hide. These are used
to construct special buildings meant to keep others out, These
rock lord hides are stronger and can withstand more weight
and damage than those of rockworms or common bi-nou.
It is rumored that certain proficient dwarven weaponsmiths
can create special maces from the skins of rocklords. The
smiths claim these weapons are naturally +1 to hit and +3 to
damage because of the density of the weapon and the magical
properties of the rocklord, However, it takes three times as
long to craft one of these weapons as a normal weapon.
Zl
Boggle
CLI MATE/TERRALN :
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Any, especially subterranean
Very rare
Family
Nighi
Omnivore
Low (5—7)
Nil (25%: M or Q)
Chaotic neutral
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACCfc
NO. OF ATTACKS:
D A M A G El ATTACK :
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XV VALUE:
1-3 (2-8)
5
9
4+3
17
3
Ui4/ld4 (claw), ki4 bite
Rear claws
Fire resistance, dimensional portal,
resist weapon damage, oil
Nd
S(3')
Unsteady (7)
270
Boggles are clever gibbering thieves and scavengers, behaving
much like spme species of monkey. They are 3-foot -tall hairless
humanoids with rubbery hides that range in color from dark
gray to blackish-blue. They have large bulbous bald heads with
large ears; the rest of their body parts are disproportionate and
vary from individual to individual, For example, their noses
may be be large and misshapen, broad and flat, mere slits, and
so forth, Arms, legs, hands, feet, torso, and abodomen vary
from spindly to oversized and misshapen. They can stretch and
compress their bodies to an amazing degree.
Boggles have a rudimentary language of grunts and whis¬
tles, and can be trained to understand others.
Combat: Boggles have an exceptional sense of smell and can
detect invisible creatures by scent. Boggles can spider climb at
will. A favorite tactic is to climb a wall and leap on prey from
above to bring their hind claws to bear. Unless acting as
guardians they tend to be thieves and raiders rather than a
serious physical threat. They can attack with claws and bite. If
both daws hit the boggle can rake with its hind daws as well
(two attacks for ld4 damage each).
Boggles can stretch their limbs and bodies to twice their nor¬
mal length or contract to half size. Their resilient hides reduce
damage from weapon attacks by -1 per die of damage. They
naturally resist fire, saving against fire-based attacks at +3 and
suffering only half or quarter damage.
Boggles can secrete a viscous, nonflammable oily substance
from pores in their skin. Not only does this make them hard to
catch, but anyone treading on the oil (except those adapted to
slippery surfaces, like boggles) must make a Dexterity check
or fall down, taking one round to stand up. Boggles will try to
steal items from creatures who have fallen. They must make a
successful attack against Armor Class 5 to succeed in stealing
small hems, with penalties of -1 to -5 for larger items.
The most unusual power of a boggle is its ability use any
complete frame — such as a hole, a door frame, grill work, a
pocket, or a bag — as a dimensional portal They can jump, reach,
step, or poke their heads into one frame, to appear from
another frame within 30 yards, allowing them to grab or strike
from an unexpected direction if a frame is available. Only bog¬
gles can use the portal, but it might be possible for enough of
them to pull a man-sized creature through,
Habitat/Society: Boggles are a cowardly lot and tend to be
whiners if threatened with violence. They have low intelli¬
gence, but the cleverness of monkeys. They taunt, bluster, and
scold with their gibbering — from a distance. Boggles do not
value treasure, but they do like bright, shiny objects such as
precious coins, gems and jewelry as wrell as hits of polished
junk, and can be tempted wiLh food and sweets,
The social organization of boggles is loosely familial, A gen
of 2-43 adults and young live in a pocket warren, which might
require the boggle dimensional portal ability to enter, Boggle
kits tend to be more roly-poly than their adult counterparts
and roll and bounce about rather than running. Old boggles
are extremely rare, as they tend to lose their sight, sense of
smell, and elasticity as they age.
A boggle nest is usually a pit-marked cavern, an earthen bur¬
row or den, or a hide way hollowed in a wall Here, boggles
build daylike frames and cubbies, using their oil and the debris
of their digging to form a mortar, like a mud wasps nest. Their
treasures might be found here in some walled-off cubby.
Ecology: Boggles scavenge their food, existing on organic
refuse, insects, plants and lichens, and kills stolen from other
predators. They seem particularly fund of ants, grubs, and
sweets, and can be enticed w ith a bit of a bribe. Boggles some¬
time herd beetles, slugs, and lizards in their nests.
The boggles’ innate survival instinct combined with their
slipperiness and special abilities makes them difficult to cap¬
ture. Other races, such as goblins, hobgoblins, and ores have
been known to use boggles as watchdogs and trackers because
of their sharp senses. When guard boggles sense intruders,
they set up a high-pitched keening wail. Goblin boggle han¬
dlers use high frequency whistles and collars with inward
turned barbs to control their boggles.
22
CLIMATE/TERRAIN:
FREQUENCY;
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE;
TREASURE:
ALIGNMENT:
Temperate rural
Rare
Tribal
Night
Herbivore
Average (8)
Nil
Neutral good
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
2-8
5(9)
9
1-4 h p
20
1
By weapon (Id2 or 1d3)
Spelts
Save as9th-level priest
Nil
Tiny {2* tall)
Average (8-10)
120
Dobies are small humanoids, similar in appearance to their
cousins, the brownies They live peaceful, reclusive lives. When
they encounter humans or other civilized creatures, dobies try to
be helpful neighbors to the "big folk," with mixed results.
Dobies resemble small elves, with brown eyes and hair, and
work-a-day dothing to match. Their features are generally plain:
they have ears that are only slightly pointed, their faces are more
reminiscent of tired farmers than bright-eyed children. While they
move with a free gait, no one would call them nimble. In fact, their
image is more country bumpkin" than "mischievous faerie."
While they converse among themselves in the language of
brownies, all dobies know the common tongue, and that of at least
one other faerie creature (such as sprite or pixie).
Combat: Dobies are inoffensive creatures; if threatened they pre¬
fer to walk or sneak away than to fight. Still, they are very pro tec*
five of their big-folk neighbors, and will fight to defend them and
their property against all comers.
The drab colors of their tough dothing combine with their size
and activity level to help them hide in anv natural setting, giving
diem an effective AC of 5 outdoors or in a building furnished in nat¬
ural materials. In strange environments, a dobie s Armor Class is 9.
In combat, a dobie prefers to cast coufu>c languages (the reverse
of evmpreltend languages) t grease, forget, fumbL* and ray of enfeeble-
mettl (once per day each at the minimum level to cast each spell) to
confound and confuse opponents. A dobie also can use a tool,
such as a hoe or hammer, as a makeshift weapon, inflicting l.d2
points of damage per hit. It they come across a real weapon, such
as a dagger or short word, their inexperience means that they still
only inflict ld3 points of damage w hen they hit.
Dobies are particularly gullible, suffering a -3 penalty to saving
throws against illusions and charm attacks,
Habitat/S odety: Small families of dobies live in crude cottages
made of twigs and thatch hidden in the thickets at the comers of a
farmer s holds If there are more than four dobies on one farmer's
property, they will be split into two or more households at the cor¬
ners of the fields. Like brownies, they glean food from the fields
after the harvest, but they are far from efficient, and the end result
won t be the perfectly clean fields of their cousins, but something
more akin to the natural habitats of birds and rodents.
Brownie, Dobie
As good creatures, dobies feel obligated to pay for the food they
glean and the land they live on. They offer payment in deed, such
as temporarily guarding treasure or doing household chores. The
dobie won t ask what sort of chores need doing; normally per¬
forming his favors at night or when there's nobody around to see
him, but his labors seldom go unnoticed.
Unfortunately, dobies almost always botch the favors they try
to perform. If they milk the farmer s cows, they forgot to close the
bam door afterward, allowing the cows to wander afield. If they
rescue the wayward cows, they are likely to break fences and
trample gardens as they lead the cattle back to the farm If their
"landlord" knows that dobies are the cause of the accidents, and
berates them about it, the dobies will misconstrue the criticism as
a complaint about the amount of work done, and they will redou¬
ble their efforts to make good on their debt. While one cannot
fault their intentions, if it weren't for the times that their fumbling
accidentally benefits the dobies landlord, one could almost con¬
sider them a curse, instead of a blessing.
A dobies fumbling becomes a blessing when thieves, brigands,
or other hostile beings (including wild animals) appear on the
property. Dobies are protective of their adopted families, and will
try to defend the goods and lives of their landlords against attack,
especially if the farmer isn't there to defend it himself. The scene
after a typical right with a dobie family will be a jumbled mess of
broken furniture, smashed crockery, and the like, bill at least Lhr
lives and major goods of the farmer will have been safeguarded.
Few dobies ever become "house dobies," actually living in the big
folks' home and performing services for them on a daily basis Tills is
not because they don't want to be close to their neighbors, but
because the inadvertent damage they do is likely to convince the
family they adopt that the house is haunted by some poltergeist, forc¬
ing them either to take drastic measures to remove the dobie, or even
move away On the other hand, it is difficult to offend a dobie enough
to make him leave "his" farm; they are as oblivious to insults as they
are to the proper workings of a big fnlk family7 and farm.
Ecology: Dobies live on the margins of civilization. They are strict
vegetarians, but they are unable to cultivate land of their own; it
must first be plowed and seeded by "big folk," after which they
do their part to care for the growing plants.
23
Brownie, Quickling
CLIMATE/TERRAIN:
FREQUENCY;
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT;
Temperate forests
Very rare
Clan
Night
Omnivore
High to genius (1 3—18)
(o,p,ax)
Chaotic evil (neutral)
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACOi
NO. OF ATTACKS:
DAM AGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
4-16
-3
96
1 HD + ld4 hp (common; leaders 3
ITD; elders 4 HD)
19 (common; leaders /elders 17)
3
By weapon (S/M ld3; L ld2)
Spells; poison (leaders only)
Invisibility; save as PrI9
Nil
T (T tall)
Elite ( 13—14)
Normal: 2,000
Leaders: 3,000
Elders: 4,000
Although they wrere once much like any other race of brownie,
quicklings sought out dark and dangerous magical powers. It may
be that they intended to do gtxxi with their powers at one time, but
the evil magic was too strong for them and they were corrupted.
Quicklings are small and slender beings, looking much like
miniature elves with very sharp, feral features. Their ears are
unusually large and rise to points above their heads. Quick-
ling eyes are cold and cruel with a tiny spark of yellow light.
Their skin is a pale blue to blue-white and their hair is often
silver or snowy white.
Quicklings dress in fine clothes of bright colors. They are
fond of silver and black, often selecting fabrics and metals in
these colors. Quicklings never wear any form of armor or
cumbersome clothes,
Quicklings speak a tongue very similar to that of brownies
and buckawns, but they speak very quickly. To those unfamil¬
iar with it, their speech is nothing but a meaningless stream of
noise with individual sounds and words passing so quickly
that no human can follow* it. If quicklings wish to communi¬
cate with other beings, they must take care to speak very
slowly. Many quicklings can speak either common, pixie, or
halfling, while most of them (85%) can speak true brownie.
Combat: Quicklings are 100% invisible when not moving: When
moving they are 90% invisible. In areas where they can move
rapidly from cover to cover, like a forest or boulder-strewn field,
they can use their speed to make their chance of invisibility 100%,
Quicklings are far more dangerous in combat than their
minute size wrould lead opponents to believe. This is due pri¬
marily to the great speed at which they travel and their
tremendous agility. In combat, a quickling can dart about so
rapidly that it attacks three times in a single round. In addi¬
tion. they are visible only as blurs when moving, giving them
an excellent Armor Gass. Quicklings required to roll a saving
throw to avoid damage due to a hostile action do so as if they
were I9thdevel priests.
In combat, quicklings employ their sleek, needle-like daggers
to cause Id3 points of damage to man-sized or smaller foes and
ld2 to larger ones. Quickling leaders are 75% likely to employ
poisoned blades that cause unconsciousness if the victim fails a
saving throw vs, poison (must be rolled after each hit).
Quicklings have certain inherent magical powers they can
employ at will. Only one power can be active at any given
time. Once per day they may invoke the following powers;
ventriloquism, forget, Icrntate, shatter , dig, and fire charm,
Habitat/Society: When the ancestors of the quicklings began
to experiment with the dark forces that eventually corrupted
them, they had no idea what the effects would be. Where once
they were a gentle race of woodland beings, quicklings are
now savage hunters and cruel killers. They regard all other
humanoids as enemies to be hunted down and killed.
Quicklings live in extended family units in the same way as
buckawns. Each group of quicklings is led by an individual of
3 Hit Dice. Clans with more than ten members have two such
leaders, as well as an elder with 4 Hit Dice.
Quicklings dwell in places that are dark and evil, Adventur¬
ers have reported encountering them in groves of twisted and
wicked-looking trees, near poisoned or cursed springs, and in
overgrown areas once ruled by powerful chaotic beings.
As a rule, quicklings avoid contact with the outside world
except when it promotes their own evil ends, in some cases,
they have been known to deal with other evil races of magical
nature (like imps and quasi ts) or powerful evil wizards and
priests. On these occasions, the combination of such forces is a
great danger to all good beings in the area.
Ecology: Because of their greatly accelerated metabolism,
quicklings are the shortest lived of any sylvan race, They
mature less than a year after birth and are fully adult by the
age of two. Old age sets in at ten years and they often die
before they turn 12. No known quickling has ever lived
beyond 15 without the aid of powerful magic.
24
Cat, Great — Cath Shee
CLIMATE/TERRAIN :
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Forests
Rare
Solitary
Any
Carnivore
Lo w (6)
Nil
Chaotic neutral (good)
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACQ:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1
4
18
4+3
15
3
Id6/ld6./ld8
Surprise, rear daw rake, frenzy
Teleport
10%
M (4' at shoulder)
Champion (15)
975
The cath shee, or faerie cat , is a Urge, greenish-gray feline
about the size of a mountain lion, with large tufted ears and
wide golden eyes. They can weigh as much as 400 pounds.
Cath shee are clever and independent, but sometimes can be
persuaded to become a companion to a wood elf or high elf.
Combat: Normally cath shee are solitary creatures and highly
efficient predators. An inborn natural ability enables cath shee
to tctefyort without error instantly up to 100 yards. This ability is
used to escape from enemies and to attack prey They are natu¬
rally somewhat magic- resistant (10%).
Cath shee are ferocious fighters, and often lie in wait for
prey then use their teleport ability to attack with complete sur¬
prise. If both of a cath shee's daws strike, it will then rake with
its back kgs, hitting automatically and inflicting 2d6 points of
damage.
While normally solitary and relatively unsocial, mated cath
shee pairs will fight furiously for each other, and for their off¬
spring if any are threatened. If a cath shee’s mate or litter is
threatened, it will go into a frenzy attacking at +4 to hit and
damage and never checking morale.
Habitat/Society: Once, cath slice were found in relative abun¬
dance, but today are found only in sylvan lands,
They are solitary creatures, associating with each other only
in spring during mating. They remain together in mated pairs
through the summer if kits are born, For the rest of the year,
cath shee tend to keep to themselves, staking out territories as
large as several square miles in area, and defending them,
even against others of their own kind,
Cath shee sometimes consent to serve as companions (never
pets) to wood or high elves. An elf w ho wishes to approach a
cath shee must get a reaction of "friendly" (use the "Threaten¬
ing" column of the Encounter Reaction Table in Chapter 11 of
the Dungwm Master. Guide, applying any Charisma modifica¬
tions), If successful, the cath shee becomes the elfs compan¬
ion, Every six months, another check (this time on the
"Friendly" column) is required, or the cath shee will leave,
Ecology: Cath shee are highly efficient carnivores, preying on
other mammals, primarily rabbits and small rodents. Their
natural teleportation abilities help make sure that a cath shees
prey rarely escapes.
There are many legends about cath shee tn elven society.
Some claim that cath shee were created by CoreUon Larefhian
to serve as companions to the elves.
In the Forgotten Realms* setting, the elves of Ever meet
believe that cath shee are reincarnated elves who have been
sent back to Toril by the Seldarine to defend the elven nations,
or to atone for misdeeds in their previous lives.
25
Cat, Crypt
CLIMATE/TERRAIN:
FREQUENCY;
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Normal
Crypt/tomb
Very rare
Group
Night
NO
Animal (1)
W (by group)
Chaotic neutral
Large
Crypt/ tomb
Very rare
Group
Night
Nil
Animal (1)
W (by group)
Chaotic neutral
NO, APPEARING:
1-12
1-8
ARMOR CLASS:
7
7
MOVEMENT:
12
15
BIT DICE:
1+1
4+1
THAO:
19
17
NO. OF ATTACKS:
3
3
DAMAGE/ATTACK:
1d2/ld2/ld2
Id4/ld4/ld8
SPECIAL ATTACKS:
Disease, rear
Disease, rear
daw rake
claw rake
(Id2/ld2)
(Id4/ld4)
SPECIAL DEFENSES:
Nil
Nil
MAGIC RESISTANCE:
Nil
Nil
SIZE:
T (18^-28" long)
S (48" long)
MORALE:
Special
Special
XP VALUE:
120
650
Crypt cats are domestic cats that have been mummified* They
serve as tomb guards or the minions of an undead master.
Crypt cats a re crea ted by coating the corpse of a cat with a thin
layer ol day that contains magical salves and oils. When dry, it
is painted with brilliant colors in the pattern of the cat's fur.
Often, copious amounts of gilt paint are used.
When crypt cats animate for the first time, they shed the
hard day covering. Their true bodies are dry and shrunken,
with mangy dumps of fur dinging to the hide; lumps of dry
day ding to the little fur that remains. Their teeth are yel¬
lowed and broken, and their eyes are mere husks that rattle in
gaping sockets.
Crypt cats rest in stone sarcophagi or wooden coffins that
have been elaborately curved and painted. The decoration
almost always involves cats at play in an afterlife filled with
mice and birds. In some cases, the sarcophagus is painted to
resemble Lhe cat it houses. In many cases, crypt cats have been
fitted with expensive pieces of jewelry. Some wear golden
bells while others wear a tiny gold ring through their ear. Usu¬
ally, opening the sarcophagus or coffin of a crypt cat is suffi¬
cient to wake it (90% chance).
Combat: Crypt cats attack with two claws and a bite. If both
daws hit, they rake with their rear claws (two more attacks).
Anyone struck by a crypt cat must successfully save vs* poison
for each scratch or bite, or become diseased. This sickness mani¬
fests itself as a red infiAmmation around the wound. The wound
will never completely heal even if magical curing is used; one
point of damage from each wound will not heal until a cure dis¬
ease or heal spell has been cast upon the wounded creature.
Crypt cats are immune to did mi, hold, sleep , and death
magic, nor are they harmed bv poison. They are turned as
ghasts unless in the presence of a more powerful undead
master, in which case they cannot be turned unless the master
is also turned; the cats are affected first.
Habitat/Society: Crypt cats begin life as pampered pets or as
sacred animals of a cat-worshiping cult. Their bodies are
placed in tombs beside those of their master, so that their spir¬
its might accompany that person into the afterlife. They will
fight until destroyed to defend this former master. They will
also rise from their sarcophagi to defend the tomb against des¬
ecration or robbery.
If buried with a master who has become an undead crea¬
ture, active crypt cats can rise any time their master is active,
unless ordered by the master to remain within tile tomb.
Ecology: Crypt cats are found in burial chambers, often with
other nonmagical mummified cat remains. The composition of
the clay that animates a crypt cat is unknown, although it is
assumed that high level necromantic spells axe involved.
Ft is possible (albeit rare) to find a crvpt cat that has been
removed from its tomb. If a sarcophagus containing a crypt cat
is removed from a tomb or crypt without first being opened,
the chance that the crvpt cat will awaken when the container is
opened drops to 75%. If the lid is left off or the body removed
from the container, the crypt cat will awaken within ld4 hours.
Large Crypl Cat
Sometimes the bodies of larger felines are made into crypl
cats. The disease of a large crypt cat is more potent: two points
of damage per wound will remain until the disease is magi¬
cally cured. They are turned as wraiths.
Alternately, any species of feline can be used (see "Cats,
Great" in the MONSTROUS Mammi. accessary far more details).
These attack and inflict damage as a living great cat of the same
type and have the disease-causing ability of Urge crvpt cate.
26
Centaur -Kin, Dorvesh
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Temperate hill or mountain
Very rare
Clan
Day
Omnivorous
Average (8-10)
M, Q (B)
Neutral
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACQ:
NO, OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
2-12 (80-120)
4(7)
12
4
17
2 hoof or 1 weapon
1 d6 /I d6 or by weapon
Nil.
+4 save vs, spell and poison
Nil
L (5' and taller)
Elite (13-14)
Normal: 270
Chief: 420
Dorvesh have the upper body of a dwarf and the lower body
of a donkey. Their donkey hindquarters are covered with
coarse hair w'hich varies from light brown to black. The dwar-
ven upper half is usually well-muscled and earthy brown.
They retain the full beards of their dwaxven cousins,
Dorvesh clans are distrustful of outsiders, but they are not
overly aggressive, They will fight only to defend themselves
or their homesteads. When not expecting combat, dorvesh
wear simple tunics of tough leather or hide; otherwise, they
wear chain mail vests and carry shields. They wear their hair
long and braided to keep it out of the w ay wTien they work in
the mines.
Since dorvesh avoid contact with other races as much as
possible, they speak only their own dialect of dwarvish, Any¬
one who speaks dwarvish has a 75% chance to understand the
dorvesh dialect.
Combat Dorvesh do not use magic of any kind, and only
rarely do they use magical items. Dorvesh have an inherited
resistance to spells and poison, and they can detect the slope
of a passageway { 1-3 on ld6) and new tunnel construction
(1—1 on Id 6), They have 30-Foot intravision.
Although not warlike, dorvesh are well organized and disci¬
plined when forced to fight. They are intuitive strategists.
They wear chain mail vests and tough leather bard mg, and
they cam' shields.
Dorvesh wield a variety of weapons; hammers (35%),
swords (50%) and light crossbows (15%). If unarmed, dorvesh
attack with their front hooves, inflicting ld6 damage with
each.
In a group of more than eight dorvesh, there is a 60%. chance
that the clan chief will be with the group. The chief has 5 HD
and AC 4,
Habitat/Society; An average dorvesh clan numbers 80 to 120
members. 20% of them children and 20% females, Dorvesh
females are skilled fighters who will fight beside the males if
the homestead is attacked,
Dorvesh live in towns constructed around their mine
entrances. Since dorvesh do not construct deep mines, they
sometimes have to move to a new* site. Though their settle¬
ments are well constructed, they are not permanent- Aban¬
doned dorvesh settlements may occasionally be found in
remote valleys, often inhabited by goblins or kobolds.
Dorvesh produce all their own metalwork. Ihese items are
sturdy and reliable, but they are less likely to be engraved or
decorated than similar dwarven items. Dorvesh prefer the
classic lines of a plain hammer* chisel, or axe. They hoard pre¬
cious metals and gems, gold being particularly priced.
Dorvesh are a stubborn and tenacious people, often consid¬
ered deliberately obtuse by outsiders. Unlike their dwarf
counterparts, the dorvesh do not wage war against ores, gob¬
lins, giants, or drow, preferring to remain detached from the
other races.
Ecology: Though dorvesh are skilled miners and metal-work¬
ers, they rarely sell the goods they produce. Thus limited in
commerce, they hunt for their own food and cultivate mush¬
rooms and tubers to supplement their diets-
Dorvesh usually live from 150 to 200 years,
27
Centaur-Kin, Gnoat
CLIMATE/TERRA IN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Temperate or tropical hill or
mountain
Very rare
Clan
Day
Omnivorous
Average (8— 10)
M,Qfl)
Neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACQ:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
3-12 (100-300)
6
15
3+1
17
1
ld6 (by weapon)
Rear kick (ld6)
+4 save vs. spell and poison
Nil
M (5'+ tall)
Steady (12)
Normal: 270
Chief: 420
Illusionist: 420
A gnoat has the upper body of a gnome and the lower body of
a large mountain goat. Gnoats usually have brown skin, vary¬
ing in shade from tan to a deep chestnut. The shaggy coat on
the goat hindquarters also varies in color, being brown, black,
or gray with a white or cream underside. Hair is the same
color as the coat and is usually worn short by both males and
females. Hooves are usually black or very dark brown,
Male gnoats have beards which match the color of the goat
hindquarters. Beards are kept fairly short and often are
trimmed to form elaborate designs. Most gnoats have blue
eyes., ranging from light cool shades to deep cobait blue, but a
few individuals have brown or green eyes.
Clothing usually consists of shirts and jackets of cotton or
leather, and hats of various design, Gnoats tend to avoid very
bright colors, but they do wear dothes of many differing
shades, A favorite garment among gnoats is a patchwork
jacket with swatches of many different colors and materials.
These jackets are very strongly constructed and act as padded
armor. Jewelry, when worn, consists of carved wooden pen¬
dants and bracelets,
Gnoats speak gnomish and common. Many gnoats can com¬
municate with burrowing mammals, but a few dans have lost
this ability.
Combat On the whole, gnoats are peaceful, although they are
wary of strangers until they prove themselves worthy, Gnoats
will defend themselves if attacked, and the majority of males
are proficient with weapons. Females rarely fight unless
directly threatened.
Gnoats usually arm themselves with spears or dubs, and at
least half of any group carries short bows. If unarmed, gnoats
will kick with their rear hooves. This single attack causes ld6
points of damage.
Like gnomes, gnoats are resistant to spells and poison,
receiving a +4 bonus to their saving throws.
Any group encountered may be the entourage of the clan
chief and a 3rd- level illusionist (15% chance). If so, 2-8 addi¬
tional gnoats accompany the group, The chief wears an elabo¬
rately decorated matching jacket and hat, and he carries a
shield bearing the dan emblem. Typical emblems are horns,
mountains, trees, or tools. The clan illusionist normally wears
a plain black tunic and black leather skull cap.
Habi tat/Society: For most of the year, gnoat dans inhabit cave
systems in the lower foothills of high mountain ranges. They
spend their time hunting and farming in order to produce
enough food for the winter. During the winter months, gnoats
usually keep to caverns deep within the mountains, where
they have stockpiles of grain, cured meat, and honey, Gnoat
dans have 100 to 300 members, of which 40% are females and
10% children. Each dan is led by a chief (5+1 HD, AC 5,
THAC0 15) and advised by 1 to 4 illusionists of levels 1 -3.
Ecology: Gnoats are excellent wood-carvers and sculptors of
stone. During the winter months, the) develop their arts and
produce many wonderful pieces ranging from delicately
carved wooden animals and fruits small enough to fit in the
palm of one s hand, to bold stone statues larger than a full-
sized goat.
Gnoats leave their warm caverns in spring and attempt to
trade some of their sculptures for pottery, metalwork, and fab¬
rics, They do not stray far from their homesteads but wait for
traveling merchants to cross the passes in their mountain
homes. The gnoats approach merchants cautiously at first, but
gradually build firm friendships. Some traders keep the
gnoats* whereabouts secret in return for a ready supply of
beautiful carvings each spring.
28
Centaur-Kin, Ha'pony
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
BIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
2-8 (80-150)
7 or 6
12
2+2
19
1
ld3
+3 with bows and slings
+2 save vs. spell and poison
Nil
M (4 H*-5' tall)
Steady (11-12)
Normal: 175
Mayor: 270
Ha ponies have the upper body of a h&lfling combined with
the lower body of a pony Their pony hindquarters are vary¬
ing shades of brown and chestnut, with some grays. In most
tribes, the mayor has a piebald coat. Ha ponies wear brightly
colored shirts and tunics, and the majority braid their hair
and tails with many-colored ribbons, their complexions are
weather-beaten, with hair varying from sandy to dark brown,
Ha ponies speak ha I fling and common.
Any temperate
Very rare
Community
Day
Omnivorous
Average (8-10)
MU)
Neutral goud
Combat: Ha 'ponies are peace-loving creatures but will fight
ferociously in defense of their homes and families. Like
halflmgs, they are skilled with the sling and short bow, receive
ing a +3 bonus to attack rolls with these weapons. Ha 'ponies
gain a +2 bonus to their saving throws vs. spell and poison
due to the natural resistance shared with their half! ing
cousins,
Ha'ponies do not normally wear armor, but each village
usually has a militia with 20 to 30 members who wear stud¬
ded leather armor (jerkins and bard ing: Armor Class 6). in
their villages, ha* 1 ponies do not normally carry weapons,
except for the militia. These stalwarts are usually armed with
short swords and slings, or short swords and short bows.
When outside the village, ha ponies are usually armed with
short swords or spears. In addition, 50% of the group is
armed with slings or short bows. There is a 30% chance that a
group encountered outside a village will be militia on patrol.
The mayor very rarely (5%) leaves the village, but if so he
or she will wear a chain mail vest and carry a short sword and
short bow. The mayor has 4+2 HD, AC 5, and THACO 17,
Habitat/Society: Ha'pony villages usually number between 80
and 150 individuals. Of this number, 15% a re young and 30%
□re females. Ha’pony females do not normally fight, but if the
village is threatened they will defend their homes and chil¬
dren with slings and daggers.
The village has a mayor, but most important decisions are
made by a council of elders known as "The Circle of Oak," In
extreme cases, the Circle can remove a mayor from office and
exile the unfortunate ha'pony.
Ha ponies are a cheerful people who are briefly wary of out¬
siders, They take pleasure in simple crafts and in nature, but
they do not have the great love of food which characterizes
their ha I fling cousins.
Ecology: The main fare of a ha’pony is fruit, supplemented by
cereals. They make up to 20 different varieties of bread, each
community having its own specialty. Ha ponies occasionally
hunt game birds such as pheasants and partridges.
Ha'ponies have a life span of approximately 120 years. They
live in small family clusters within the village community.
They don't breed often, but once a child is bom it is lovingly
cared for and spoiled by all its relatives.
29
Centaur-Kin, Zebranaur
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Temperate plains
Very rare
Tribe
Day
Omnivorous
Average (8-10)
M, Q (L MxlO)
Neutral
2-16 (50-80)
7
18
3+4
17
1 to 3
Id4/ld4 and weapon
+1 with bow
Nil
Nil
L(6' and taller)
Steadv (11-12)
Normal: 175
Chief: 270
Shaman: 420
Zebranaurs have the upper body of a human and the lower
body of a zebra A zebranaurs upper body is normally brown,
without the characteristic black-on-white stripes that cover its
lower body Many have a short mane of coarse black bristles
running from the middle of the lower back up to the nape of
the neck Most favor a spiky hairstyle, but others prefer the
traditional styles of the local humans.
Zebranaurs usually wear an individually embroidered
square of supple leather that covers the chest and is tied
around the waist and neck with leather thongs. They adorn
themselves with jewelry made of wood and bone, using feath¬
ers and bright seeds to color their designs. Zebranaurs prize
brass and copper jewelry and will trade well-made fringed
garments or feathered spears for these items.
Zebranaurs speak the common tongue and may know one
or more other spoken languagees, but few learn to read or
write.
Combat: Because of their long-standing tradition of bow hunt¬
ing, all zebranaurs gain a +1 bonus to attack rolls w ith all
bows except crossbows. Not all zebranaurs use bows, how¬
ever. When a band is encountered, 30".* use spears, 20% scimi¬
tar and spear, and 30% scimitar and bow. Even if unarmed,
zebranaurs can attack with their front hooves for Id4 points of
damage each Zebranaurs never wear armor.
Zebranaur societv does not discriminate against its female
members, and females will make up 30% of any- encountered
band In a group of more than 10 zebranaurs, there is a 50%
chance that the group includes a chief and a shaman.
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACG:
NO, OF ATTACKS:
DAM AGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
An average tribe numbers 50 to 80 members, including 20%
children and 30% females. Males are equally responsible for
raising the young, preparing meals, teaching, and performing
other traditionally domestic duties.
A tribe usually has one shaman of 4th or 5th level and three
or four shamans of 1st to 3rd level. These are most often armed
with quarterstaves.
Zebranaurs have an almost photographic memory for
abstract designs and shapes. They cannot normally read or
write common, but they paint intricately whorled patterns on
tanned leather to record their history. The oldest shaman
keeps these records safe and passes on the knowledge to the
next generation.
Most zebranaurs paint their upper bodies with dark stripes
or patterns, using vegetable dyes to enhance the effect of their
camouflaged lower bodies. New markings are added yearly to
commemorate achievements, battles, or loves. Some tribes
engage in ritual tattooing wrhen foals come of age. One south¬
ern tribe has developed this tattooing to a fine art.
H abitatf Society: Zebranaurs are nomad ic by nature, and their
temporary camps are well guarded by 8 to 12 zebranaurs
armed with scimitars and bows. They are tribal creatures who
remain close to nature and are most at home in the wild, much
like the humans who live nearest them. Zebranaurs tribes are
led by a chief of 4+4 HD and AC 6.
Ecology: Zebranaurs hum most types of small game, supple¬
menting this diet with roots and berries. The) are more paci¬
fists than w emits, with whom they do not get along very
well. If a tribe of wemics moves into their territory zebranaurs
will often move out.
The typical zebranaur life span is 50-60 years.
30
Chronolily
CUM ATE/TERRA IN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Ethereal Plane
Very rare
Solitary
Any
Special
Semi- (2-4)
Nil
Neutral
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XF VALUE:
1
10
Nil
3
Nil
Nil
Nil
See below
See below
Nil
G (50' diameter)
Nil
65
Chronolilies are sentient flowers whose nectar reveals images
of the past, present, and future. The chronolily is an immense
flower nearly 50 feet in diameter, its petals forming a bowl
filled with golden nectar. It has a short stalk at the base and a
thick stamen and pistil centered in its bowl. Thousands of tiny
green leaves surround the perimeter
There are three types of chronolily distinguished only bv
the color of their petals: yellow, violet and orange. Shimmer¬
ing images continually appear in the nectar of the chronolily
the end of one image dissolving into the beginning of the next.
Yellow chronolilies reveal images from the future, violet
chronolilies reveal images from the present, and orange
chronolilies reveal images from the past The images are ran¬
domly generated. A typical image lasts less than 3(1 seconds.
No sound accompanies these images.
Combat: When a chronolily is reduced to 0 hit points, it
instantly decomposes into a poisonous cloud 50 feet in diame¬
ter. All those either touched by the cloud or within 50 feet of it
suffer 3d6 points of damage (roll a successful saving throw vs.
poison for half damage),
Chronolilies can use kfiaiv alignment at will In the presence of a
character of evil alignment, chronolilies cause their nectar to turn
black, thus denying such characters the opportunity to conjure
specific images fas described in the "Using Chronolilies' section).
However, there is a second less dependable technique avail¬
able to less-skilled users, usually taught by those who have had
previous experience with chro nolilies. Tills technique requires
the user to immerse his hand in the nectar of the chronolily (or
otherwise make contact with the nectar) and concentrate on the
event he wishes to observe. The event appears in the nectar in
10d6 rounds, subject to the following restrictions:
• Die user must not be of evil al ignment
• The user must be using a chronolily of the appropriate
color (that is, if he is attempting to view an event from the
past, he must be using an orange dm'inoiily).
• The user must concen Irate on $ specific i mage. For
instance, if he concentrates on the country of his birth, the
attempt will fail. However, if he concentrates on a specific
house m a specific village of that country, the attempt may
succeed.
• Only one attempt per day can be made on any given
chronolily using this method, regardless of whether the
attempt succeeds or fails.
Habitat/Society: Chronolilies can grow in any solid material
including rock, so long as they are exposed to any type of light.
They are self-pollinating, generating tiny seeds that resemble
black spheres. Most chronolilies encountered on the Prime
Material Plane will be tended bv wizards in magical gardens.
Ecology: Chronolilies can absorb all necessary nutrients from
any type of light. Their nectar, which tastes like honey, can be
used as a component for potions of dairvoymce.
Using Chronolilies: A few exceptionally skilled wizards who
study extra-planar plants have learned to use chronolilies to
conjure images of specific events, This technique involves
plucking the plant s leaves in a precise sequence and is
extremely difficult to master.
Success with a chronolily is not automatic, A user’s base
chance of success is 20%, The base is modified as follows, to a
maximum of 90% or a minimum of 5%.
Apply modifiers from any of the following:
+ 25 % — The character is a wizard or a priest
+20% —The character has observed the event in the same chrono
lily before.
+5% — Per point of Wisdom above 13
-20% — The event occurred, is occurring, or will occur on a plane
of existence different from the home plane of the character
making the attempt,
Apply only one of the following modifiers (past and present
events only):
+20%— The character participated in the event (past events only).
- 1 0% — The character is well-informed about the event.
+5% — The character is slightly informed about the event.
31
Curst
CUM ATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE;
DIET:
INTELLIGENCE;
TREASURE TYPE:
ALIGNMENT;
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO, OF ATTACKS;
DAMAGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES;
MAGIC RESISTANCE:
SIZE.
MORALE:
XF VALUE:
Subterranean
Rare
Solitary
Night
Nil
See below
Nil
Chaotic neutral
2-11
7 (or bv armor)
12
As level
As level
1 or as level
ld4 or by weapon
Rot grubs (15%)
Spell immunities; immune to fire,
cold , energy drain;
85%
M (58-68)
Average (10)
Variable
Curst are undead humans, trapped by an evil curse that will
not let them die. They are created by a rare process; The vic-
tim s skin pales to an unearthly white pallor, and his or her
eves turn black while the iris color deepens, becoming small
pools of glinting dark color. Curst lose their sense of smell,
often lose Intelligence, and develop erratic behaviour as their
alignment changes to chaotic neutral. Curst favor leather
armor, cloaks w ith hoods, and boots. Their garb is nearly
always dark in color, though some still keep the original cloth¬
ing they wore when alive,
A curst has 90-foot infra vision as wTell as normal vision and
prefers darkness to light. Curst tend toward silence, and do
not age once they become undead.
Combat: The curst retain any ability bonuses and nonmagical
skills thev possessed in their previous lives; for example, fighters
still retain their levels and enhanced Strength scores (e.g. 18/00),
thieves keep their rogue abilities, and all keep their nonweapon
proficiencies; however, any spellcasting abilities are lost.
Curst are immune to mind-related spelb such as charm, ESP,
held, and sleep, and have 85% magic resistance. They are unaf¬
fected by cold- or fire-based attacks of any sort and energy
draining attacks are similarly ineffective. Though they are
technically undead, they cannot be turned by priests or pal¬
adins, and holy water has no special effect on them.
Curst can be struck by any weapon. They can use any
weapon allowed by their former character class, and will seize
better weapons than their own when available. An unarmed
curst attacks by kicking, biting, and clawing savagely for ld4
points of damage per round.
If reduced to 0 hit points, curst are not slain. They fall to the
ground, paralyzed, and lie there until they are whole again.
Curst regenerate 1 hit point per day, and are able to regrow
lost limbs and organs; if decapitated, the curst's body will dis¬
integrate into dust, and the new body regenerates from the
head (this process takes twice as many days as the curst has
hit points), which remains paralyzed until the body is
reformed. Curst can be healed by cure magics. If a remove curse
spell is cast upon a curst, the creature is destroyed.
Rot grubs infect 15% of all curst; these have 1-6 fewer hil
points but are otherwise unimpaired. The grubs will be seeking
a better host,
Habitat/Society: Curst are in no way controlled by their cre¬
ators, and seldom serve them except to attain the mercy of
death by means of a retnove curse spell. Often, coming to know
their cruel doom, curst attack their creators, hoping they will
be destroyed m self-defense. Once destroyed, curst cannot be
resurrected or animated to become other forms of undead,
since their bodies crumble into dust.
In the process of becoming cursl, humans lose their sense of
smell, any magical abilities, and often their minds (but not
their cunning); only 11% of the curst retain their full, former
ability score, while mosl have a lowered Intelligence of 8. In
addition, there is a 5% chance per turn (noncumulative) that a
curst will act irrationally — breaking off a fight to sing, skip
and dance, draw with a finger on a nearby wall, stare intently
at something, etc. — for 1-6 rounds; during this time, nothing
can distract the curst, even attacks, except the casting of a
remove curse, which elicits a smile and a wliispery thanks from
the curst as it collapses rapidly into dust.
Ecology: Curst eat nothing and are prey to none. The dust that
remains after their destruction is being studied by wizards
and alchemists for potential uses.
Cursed are created by the bestow curse spell (the reverse of
the remove curse spell), and within four rounds adding a prop¬
erly-worded wish spell. Creating them is an evil act.
About 2% of curst are humanoid.
32
Darktentades
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET-
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Any wetland
Very rare
Solitary
Any
Carnivore
High (13-14)
Nil (B)
Chaotic evil
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGeATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1
3
1
9
11
5 or 2 per opponent (36 total)
Id6 (squeeze) or ld2 (slap); or by
weapon
Cham, hold, constriction, bite
Sphere of force
60%
L to H (7M5>)
Elite (13)
14,000
The darktentades is a many tentaded, solitary amphibious
predator. It is intelligent and uses treasure to lure prey within
reach. The creature never seems to slumber, nor forget those
who escape it.
The darktentades has a black, hastening body that it must
keep moist or suffer a loss of 1 Hit Die per day. This leathery
amorphous bulk is usually about the size of an adult cow, but
the darktentades can flatten its mass to cover a much larger
area. The creature can cover a 10-foot by 10-foot area easily,
and many are capable of covering a much larger area.
AD over the body of the creature grow' tentades of up to 20
feet in length. A darktentades may have up to 50 tentades at
one time, but usually only 36 are fully grown. These may slap
at opponents, grasp and constrict them, or wield weapons.
Each tentacle is studded with many small, shielded eyes
that see as humans do, but also have 140- foot in fra vision,
which operates underwater to a distance 70 feet, A darktenta¬
des also senses vibrations, "smells" substances in water, and
discerns color and light differences through nodes all over its
body.
Combat: A darktentades can simultaneously battle as many
opponents as it can reach. A maximum of five tentades can
reach a single opponent in a round; only two tentades can
wield weapons against one opponent without hampering or
damaging other tentades.
Weapons used by a darktentades inflict normal damage. A
single tentacle can wield a two-handed weapon without initia¬
tive or attack penalty. Tentacles can also slap or grip a foe;
slapping tentades cause ld2 points of damage per attack.
To grip, a tentacle requires a successful attack roll. The ini¬
tial hit inflicts no damage, but the opponent attacks at a -1
penalty thereafter as it holds on. In subsequent rounds, the
grasping tentade constricts for ld6 points of damage each
round (no further attack roll is necessary).
Two tentacles grasping a v ictim cause the victim to attack at
-2, suffer a l -point Armor Class penalty, and move at half
speed.
Three tentades cause the victim's attacks to be at -3, the vic¬
tim suffers an Armor Class penalty of -3, and the victim can¬
not move more than three feet from his or her current position.
Four tentacles holding a victim can prevent any movement
away from the darktentades and cause the victim to suffer an
attack penalty of -4 and an Armor Class penalty of -6, Also,
when a victim is held by four tentades, the darktentades will
use its special charm and hold abilities.
Its charm ability is identical to the 4th-level wizard spell
Charm monster. It raises a tentade out of the the water before
the trapped victim's eyes and charms that creature with its eye-
eovered tentade. The darktentades can attempt this only three
times per day, and successful saving throw vs. spell negates
the attack. A charmed creature does all that it can to help the
darktentades, from luring food to it to protecting it from dan¬
gerous foes. The darktentades communicates mentally with
its charmed slaves.
Its hold ability is indentical to the 4th-levd wizard spell hold
monster. The process is the same as for the charm ability but the
saving throw is at a -3 penalty, and failure means the victim Is
paralyzed for eight rounds. The hold ability can be used five
times per day The darktentades uses the ability to trap a num¬
ber of victims, drowning them before they can regain mobility
Five tentacles holding a victim prevent all movement except
twisting and writhing, penalize attacks by -5, and lower the
victim's Armor Class to 10, regardess of armor. Dexterity: or
magical defenses.
A grasped victim is allowed a Strength check to determine if
an intended movement or action other than an attack can be
carried out against the force of the darktentades; attacks
against the creature are adjusted as above,
A darktentades will often lurk in water and try to drown
prey A passive character can remain underwater for 1 round
per point of Strength before drowning. An active, fighting
character can remain underwater for half thal time. Any
round during which a character makes no attacks, he or she
can try to reach the surface to breathe, unless the darktentades
stops the action. If held by one or more tentacles, reaching the
surface requires two successful Strength checks— one dieck to
get the surface and one check to get nose and mouth free of the
water or a tentacle to breathe. If both fail, two checks are
required in the following round — one check to stay at the sur¬
face against the tug and wrench of the tentades, and the other
to get dear access to the air again..
Any single attack by an enemy dealing a tentade 7 or more
hit points of damage in a round or a cumulative damage total
of 14 or more points, casues a tentacle to let go of whatever It
holds and writhe about harmlessly for the next round before
attacking again. Attacks totalling 20 hit points of damage or
more sever a tentacle.
A darktentades can use all of its tentades in a single round
without penalty provided it can reach that many opponents. It
can wield any magical item or weapon not restricted to a cer¬
tain class that does not require speech or delicate manipula¬
tions, such as pressing buttons,
Darktentades eat meat, but only that of reeently-dead prey
that they have drowned or slain. The three beak-like mouths
of a darktentades are not actively used in combat, but a crea¬
ture suffers 3d4 points of damage if driven into one. There is a
10% chance that a character may accidentally step into one of
the darktentades mouths, taking the damage given above
33
Darktentacles
years. They tend to travel constantly tor two weeks before
budding, moving faraway from their lairs and releasing a
young darktentacles of 2 Hit Dice in a random wilderness
area. During this time, the darktentacles has a movement
rate of 15, using its tentacles as legs to speed it away from
rival darktentacles.
When the creature has been slain, its flesh, eyes, and ichor
are often used as spell ingredients and material components
for wall of force spells and similar magical items that use or cre¬
ate that effect.
A darktentacles can
create a sphere of force
once per week. A
darktentacles' sphere of
force is akin to the
5th-ievel wizard spell
wall of feree, save that it
is always spherical in
shape, can be cast at a
range of 90 yards,
and will successfully
form even if trees,
ground, water, and
other solid things
break its intended
boundaries (he,, it can
be cast underwater or
through solid ground to
trap creatures on the sur¬
face or in a tunnel or cavern
below). The sphere has
whatever radius the
darktentacles desires,
up to a maximum of
60 feet. It lasts only as
long as the darktenta-
des concentrates on it
A darktentacles typi¬
cally uses this ability to
isolate dangerous foes so
that it can escape, deal
with them later, or trap
intended prey in an
enclosed area with
itself so that they can¬
not escape.
H a b i ta t/Soci ety : M ost
often found in jungle
areas, darktentacles are
commonly worshiped
by primitive creatures
of various races. More
rarely, they a re found
roaming wetlands or
temperate swamps. They
prefer still and relatively
warm water to faster and colder
depths, but suffer no ha mi from
the latter
Darktentacles are solitary carnivores and will not be found
with in five miles of one another due to large territorial claims
and potential problems from interfering with each other's
hunting.
Ecology: Darktentacles serve as wetland predators, eating the
numerous birds and fish common to such areas. They also
hunt on shallow marine banks and reefs where fish shoal.
Darktentacles reproduce by budding once every two
34
Dinosaur
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Allosaurus
Any land
Uncommon
Solitary
Day
Carnivore
Non- (0)
Nil
Neutral
Brontosaurus
Swamp
Common
Solitary
Day
Herbivore
Non- (0)
Nil
Neutral
Ceratosaums
Any land
Uncommon
Pack
Day
Carnivore
Non- (0)
Nil
Neutral
Compsognathus
Any land
Common
Pack
Night
Carnivore
Non- (0)
Nil
Neutral
NO, APPEARING;
1-2
1-6
1-4
1-12
ARMOR CLASS:
5
5
5
5
MOVEMENT:
15
6
15
10
HIT DICE;
15
30
8
1-1
THAO):
S
5
13
20
NO. OF ATTACKS:
3
2
3
1
DAMAGED ATTACK:
Id4/ld4/6d4
Id6/3d6
Id6/ld6/4d4
ld3
SPECIAL ATTACKS:
Nil
Crush (4dl 0 or 5d 1 0)
Nil
Surprise (-3)
SPECIAL DEFENSES:
Nil
Nil
Nil
Nil
MAGIC RESISTANCE:
Nil
Nil
Nil
Nil
SIZE:
G (40' long)
G (70' long)
H (17' long)
T (1KJ long)
MORALE:
Steady (12)
Steady (12)
Average (10)
Average (8)
XP VALUE:
9,000 J
22,000
650
35
AUosaunis
One of the most vicious of predators, this monster can run across
hard ground at great speed. In size, the ailosaurus is between its
two relatives, the smaller megalosaurus and the larger tyran¬
nosaurus rex. It weighs about IK tons.
The aHosaums has a massive skull. Formed of bony plates
that give it strength. The design of these plates Ls such that the
head is still light enough to snap quickly at its prey,
Besides feeding on the occasional brontosaurus and
diplodocus, this "flesh lizard" is known to eat carrion.
Few other creatures are foolish enough to fight the
allosaurus for a share of its meal.
Brontosaurus
The "thunder lizard" (also called
the apatosaurus) is a 40-tor plant-
eater found near marshes and
lakes. The creature spends much
of its time in shallow water to sup¬
port its bulk (and because food is
plentiful there), hut never moves tc
deep water because the increase
pressure makes it impossible for
tremendous dinosaur to breathe.
The creature ignores small thing
it is prone to step on anything in it;
(causing 4dl0 points of damage).
The body of the brontosaur is 65 feet
long, but the tiny head is less than two feet long— a man with
the same dimensions would stand six feet talk but have a head
only tw o inches tong! The brontosaurus tips the scale at a mere
30 tons— rather light for a sauropod.
The front legs of the brontosaurus are shorter than those in
the rear., like all sauropods except the brachiosaurus. This con¬
figuration enables sauropods to get up on their back feet to
reach the topmost leaves of a tree. The brontosaurus could also
use this ability to fight against its principal enemy, the
allosaurus. The thunder lizard could tilt itself up on its tong
back legs, then come crashing down onto its enemy to inflict
5dlG points of damage
The brontosaurus's tail can be whipped, causing ld6 points
of damage to any foe close enough,
Ceratosaurus
The ceratosaums, or "horn lizard/' Ls
a carnosaur, related to the aflosaurus
and tyrannosaurus rex, but smaller. Both
heavy (about a ton) and fast, the ceratosaums
can move on all fours or on its hind legs.
This carnivore is unusual in that it has a
hom on its nose, but it does not use the horn
for attacking — in fact only males
have this horn. (Those who have
trouble telling dinosaurs apart
have no trouble with the cer-
atosaurus.) The back of this creature also dis¬
tinguishes it from other camosaurs, for a thin line of bony plates
runs from the top of the ceratosaurus’s head down to the end of
its tail, making the dinosaur's back look like a giant saw blade.
Also unlike the larger camosaurs, the ceratosaurus hunts in
packs, and is thus able to bring down creatures much larger
than itself.
Compsognathus
This very small carnivorous dinosaur Is about the size of a
chicken. (In fact, compsognathus is
related to the earliest known birds — if
if had wings and feathers, it
might be a chicken.) These
creatures often hunt in
groups. Their small
size allows them to hide, even
in packs, and surprise prey—oth-
suffer -3 penalties to their sur¬
prise roll. Attacks at night might
occur on sleeping prey, as the
compsognathus tends to be nocturnal.
When hunting alone, the compsog¬
nathus usually eats small lizards and
insects,
35
Dinosaur
CUMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Dimetrodon
Any land
Uncommon
Solitary^
Day
Carnivore
N on- (0)
Nil
Neutral
Euparkeria
Any land
Common
Pack
Day
Carnivore
Non- (0)
Nil
Neutral
Gorgosaurus
Any land
Uncommon
Solitary
Day
Carnivore
Non- (0)
Nil
Neutral
NO. APPEARING:
1-2
2-8
1-2
ARMOR CLASS:
4
5
3
MOVEMENT:
12,Sw 6
15
15
HIT DICE:
3 to 5
1+1
13
THACO:
3-4 HD: 17
5 HD: 15
19
7
NO. OF ATTACKS:
1
1
3
DAMAGE/ ATTACK:
3d4+3
Id4+1
Id3/ld3/7d4
SPECIAL ATTACKS:
Nil
Nil
Nil
SPECIAL DEFENSES:
Nil
Nil
Nil
MAGIC RESISTANCE:
NO
Nil
Nil
SIZE:
L (9' long)
S (3' long}
G (3(1 ' long)
MORALE:
Steady ('ll)
Average (8)
Steady (11)
XP VALUE:
63-175
35
5,000
Dimetrodon
The sad-backed
dimetrocion is a fierce
predator and an exam¬
ple of the mammal-like
reptiles. Its large fin
works like a solar
heater, allowing the
dimetrodon to heat up
to active temperature
hours before its prey Its
ability to smm is questionable,
but likely The
dimetrodniVs alliga-
tor-like jaws give il
a powerful bite (3d4+3 points of damage), more
than making up for its lack of a claw attacks.
Euparkeria
A small dinosaur, probably ancestor to the larger cam osatirs,
such as tyrannosaurus rex
and aUosaurus, the carniv¬
orous euparkeria is about
the si ze of a small dog.
The euparkeria is
found in groups of 2d4, which attack i-2 figures of small si/e
or a single man-sized figure if the odds seem to be with the
pack. If sufficiently hungry, a pack will stalk and attack
even a large group of prey, especially if one of the
intended victims is wounded
While the euparkeria normally walks on all fours, if
threatened it is able to stand up on its hind legs and
run a short distance.
Gorgosaurus
This horrid
creature, also
known as the
aiberiosemrus, is
probably an ances¬
tor of tyrannosaurus
rex. It is physically similar
but smaller, with a longer-
snouted head and more backward-
pointing teeth. The gorgosaurus is a
fleet, carnivorous dinosaur of
very aggressive instincts, II
might weigh as much as
two tons.
37
Dinosaur
CLI MATE/TERRA] N:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Iguanodon
Any land
Common
Herd
Day
Carnivore
Non- (Q)
Nil
Neutral
Monoclonius
Any land
Cumin on
Herd
Day
Carnivore
Non- (0)
Nil
Neutral
Plateosaurus
Any land
Common
Herd
Day
Herbivore
Non- (0)
Nil
Neutral
NO. APPEARING:
1-2
2-8
5-20
ARMOR CLASS:
4
5
5
MOVEMENT:
12, 5w6
15
12
HIT DICE:
3 to 5
1+-I
3
THACO:
3-4 HD: 17
19
12
5 HD: 15
Nil
NO. OF ATTACKS:
1
1
Nil
DAMAGE/ATTACK:
3d4+3
ld4+l
Nil
SPECIAL ATTACKS:
Nil
Nil
Nil
SPECIAL DEFENSES:
Nil
Nil
Nil
MAGIC RESISTANCE:
Nil
Nil
H
SIZE:
L (9' long)
5 (3* long)
(204 long)
MORALE:
Steady (11)
Average (8)
Average (10)
XP VALUE;
65-175
35
650
Iguanodon
The monoclonius is herbivorous, and can eat almost any
The iguanodon is a more
primitive dinosaur that
walks on all fours, but it can
stretch up to reach vegeta¬
tion that looks particularly
appealing. The creature looks much
like a small sauropod, about 15
feet tall and 30 feet long, weigh¬
ing in at only five tons. Actu¬
ally it is more closely related to
the hadrosaurs, such as the lam*
beosaums and trachodon.
Typically traveling in herds, the iguan¬
odon runs from carnivores, but if cornered
it can employ its thumb spikes and lash¬
ing tail to defend itself.
Mcmodonius
This dinosaur, also known by the name ccntrosaurus, some¬
what resembles a
single-homed rhi¬
noceros. I ts hea d SWK ^ *
and neck are pro- fM" f
tected by a
bony shield
(AC 3), while
its skin is very
thick — although
not plated like
that of the anfcy-
losatirus.
plant because of its strong jaws and teeth. The head of the mon-
oclonius is attached to the neck much like a human arm is
attached to the shoulder, so the creature caji swing its head in
almost any direction at a moment's notice. The main attack of
this dinosaur is with its horn, but herds can trample smaller
creatures in a stampede, w ith each monoclonius inflicting 2d8
points of damage.
Plateosaurus
The plateosaurus
is a herbivore
that generally
moves about on all
fours. When watch-
ing for enemies or
reaching the leafy
crowns of ferns, palms, or
other trees, it travels
slowly in a bipedal manner,
using its tail as a balance. It is
more than twice as tall as man when
erect.
These creatures are fairly heavy, about eight to ten tons on
the average, and panicky.
Plateosaurs travel in herds that migrate from feeding
ground to feeding ground, and are common prey for
carnosaurs such as the gorgosaurus, They swallow large
stones occasionally to help grind up plant food in their stom¬
achs.
The creatures are an earlier form of such sauropods as the
diplodocus and brontosaurus.
38
Dinosaur
CLfM ATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT;
Struthiomimus
Am land
Uncom mon
Solitary
Day
Omnivore
AnimaJ f 1)
Nil
Neutral
Tanystropheus
Swamp
Rare
Solitary
Day
Carnivore
Non- (0)
Nil
Neutral
Teratosaurus
Any land
Uncommon
Solitary
Day
Carnivore
Non- (0)
Nil
Neutral
Trachodon
Any land
Common
Herd
Day
Herbivore
Non- (0)
NO
Neutral
NO, APPEARING:
1-6
1
1-3
2-12
ARMOR CLASS:
6
5
5
5
MOVEMENT:
18
6, Sw 18
18
12
HIT DICE:
6+3
6+6
10
12
THACD:
13
13
11
9
NO* OF ATTACKS:
3
1
3
1
DAMAGE/ATTACK:
Id2/ld2/2d4
ld8+4
Id3/ld3/3d6
ld4
SPECIAL ATTACKS:
Nil
Surprise
NO
Nil
SPECIAL DEFENSES:
Nil
Nil
Nil
Nil
MAGIC RESISTANCE:
Nil
Nil
Nil
Nil
SIZE:
H
G
H
G
(G'+tallr 16+long)
(30-40 r long)
(20' long, 9' tall)
(30 + long)
MORALE
Average (10)
Average (10)
Steady (11)
Steady (11)
XP VALUE:
420
650
1,40G
2000
StTuthiomiuuis Teratosaurus
The ostrich-tike struthiomimus is a
bird-hipped dinosaur (ornithomi-
mosaur), distantly related to l he
deinonychus, but less aggressive.
Its hind legs are powerful and well
adapted for running. The
struthiomimus has a birdlike beak
and no teeth. It has to be very
hungry to attack men, but
smaller humanoids and
demihumans look delicious
any time. This dinosaur
prefers areas of tall grass as its
habitat, though some closely
related species are forest-dwellers.
Tanystropheus
This swamp predator resembles a
snake with thin, projecting legs.
About half of its length is neck and
head. The head is relatively small
and the jaws are long and
filled with many sharp teeth.
The tanystropheus lurks
along river banks and at the
edge of swamps, prow ling
through the water. Those
ambushed by the creature roll for
surprise at a -6 penalty; if they are surprised the predator
attacks with a +2 bonus to hit* Creatures under 500 pounds
weight will be dragged into the water, to be further attacked
and devoured.
Trachodon
This duckbilled dinosaur, also called the
awtosatirus, is the archetype of its kind —
anatosaurus means ' duck lizard." It is a
peaceful, four-ton plant eater
that runs from attack;
its only defense is its lash¬
ing tail. It is as at home in
shallow water as it is on
land, grazing on water
plants and floating
ferns as easily as it
grinds up
leaves and pine needles
\i finds in forested areas.
Its enemies include any
of the carnosaurs, espe¬
cially the tyrannosaurus rex.
The trachodon is a hadrosaur,
and thus related to the lambeosaurus.
A fierce carnivore found mainly on the
plains, the teratosaurus runs nim¬
bly after any creature that
appears to be edible. This crea¬
ture hunts only on dry land —
plains or forest, The teratosaurus is
a camosaur related to the allosaurus,
ceratosaums, and tyrannosaurus rex,
but is both more primitive and some¬
what heavier,
39
Dinosaur, Aquatic
Archelon
Dinichthys
Mosasaurus
CLIMATE/TERRAlN:
Any ocean
Any ocean
Any water
FREQUENCY:
Uncommon
Common
Uncommon
ORGANIZATION:
Solitary
Solitary
Solitary
ACTIVITY CYCLE:
Day
Day
Day
DIET:
Carnivore
Carnivore
Carnivore
INTELLIGENCE:
Non- (0)
Non- (0)
Non- (0))
TREASURE:
Nil
Nil
Nil
ALIGNMENT:
Neutral
Neutral
Neutral
NO, APPEARING:
1-4
1-4
1-3
ARMOR CLASS:
3
7
7
MOVEMENT:
3, Sw 15
Sw 21
3, Sw 15
HIT DICE:
7
10
12
THAC0:
13
11
9
NO* OF ATTACKS:
1
1
1
DAMAGE/ATTACK:
3d4
5d4
4d8
SPECIAL ATTACKS:
Nil
Swallow
Nil
SPECIAL DEFENSES:
Nil
Nil
Nil
MAGIC RESISTANCE*
Nil
Nil
Nil
SIZE:
L(12' dia.)
H (2.V+ long)
G (50' long)
MORALE:
Steady (11)
Steady (11)
Steady (11)
XP VALUE:
420
4,000
4,000
Archelon (Ischyras)
This large marine turtle
is not truly a dinosaur,
but a reptile* Its shell is
like that of a leatherback
turtle — thick and rub¬
bery rather than being
formed of solid plates.
With its powerful front
flippers, the archelon is
a fast sw i mm e r; i t sel -
dom ventures on to dry land.
Mosasaums
The mosasaurus is a
marine lizard, with
species such as platecar-
pus and plotosaurus. This
reptile breathes air like a croc¬
odile, It travels very slowly on
land, but its flippers move it
with ease and grace through
the water. The mosasaurus preys
on all forms of marine animals —
its powerful jaws can crack shell
or bone easily.
Much of the length of the mosasaurus is due to the large
number of its vertebrae, numbering over 100 in some species.
Dimchthys
The name — "terrible fish" — reveals that this fearsome creature
_ _ is not actually a dinosaur but a huge, prim-
itive fish Its great mouth can
swallow man-sized prey on a
m If natural attack roll of 20,
40
Dinosaur, Aquatic
C LIMATE/TE R R A I N ;
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Nothosaurus
Any water
Uncommon
Solitary
Day
Carnivore
Non- (0)
Nil
Neutral
Plesiosaurus
Any ocean
Common
Solitary
Day
Carnivore
Non- (0)
Nil
Neutral
Tern no don tos an rus
Any ocean
Rare
Solitary
Day
Carnivore
Non- (0)
Nil
Neutral
NO. APPEARING:
1
1-3
1 (10% for 2)
ARMOR CLASS:
6
7
4
MOVEMENT:
3, Sw 18
Sw 15
Sw 24
HIT DICE:
6
20
10
THACO:
15
5
11
NO. OF ATTACKS:
1
1
1
DAMAGE/ATTACK:
5d4
3d4
5d4
SPECIAL ATTACKS:
Frenzy
Flippers
Frenzv
SPECIAL DEFENSES:
Nil
Nil
Nil
MAGIC RESISTANCE:
Nil
Nil
Nil
SIZE:
L {10'+ long)
H (18 ’+ long)
G (30* long)
MORALE:
Average (10)
Average (10)
Steady (12)
XP VALUE:
650
12,000
2,000
Nothosaurus
The nothosaurus is a particularly
aggressive marine dinosaur —
another ichthyosaur. It dwells
mostly in tropical seas,
always seeking prey in the
water when nut sunning
itself on rocks in
between hunts. It lum¬
bers on its flippers
when on land hut
swims rapidly When in
a frenzy it can lash at its victim with huge fore
flippers, but its usual attack is a darting bite, as its long neck
moves its head at
great speed.
Plesiosaurus
The plesiosaurus
strongly resembles a
snake with a turtle's
body (sans shell). It tends
to be very aggressive, »
attacking anything It
notices, While not as
long overall as its
relative, the elas-
mosaums, the
plesiosaurus has a
neck that is
about one- third
of its total length. The creature is
strong and fast, and highly maneuver¬
able in the water — it can "turn on a silver
piece" to lunge at its prey. In a marine battle
it can strike with its powerful fore flippers, inflicting 2d6
points of damage with each.
Temnodontosaurus
This monster is a large
iehthysaur or "fish
lizard," Although it is
not a dinosaur, it thrives
in the same marine
habitats as do
mosasaurs, for exam¬
ple— its young are
bom live at sea, and
the temnodontosaurus
must come to the sur¬
face to breathe.
Its speed and ferocity
allow it to compete fear¬
lessly for choice prey
with any creature. When in a feeding frenzy a temnodon¬
tosaurus strikes with its powerful tail, inflicting damage on
any creature behind it that is struck by this lashing.
41
Dog, Bog Hound
CLIMATE/TERRAIN;
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Bog Hound
Swamp
Very rare
Pack
Night
Carnivorous
Semi- {3}
Nil
Neutral evil
Moor Hound
Swamp
One per pack
Pack leader
Night
Carnivorous
Very (12)
Nil"
Neutral evil
NO. APPEARING:
2-20
t
ARMOR CLASS;
5
1
MOVEMENT:
15
18
HIT DICE:
2+2
8
THACO:
19
13
NO. OF ATTACKS:
3
3
DAMAGE/ATTACK:
Id4/ld4/ld4
Id6/ld6/ld8
SPECIAL ATTACKS:
Nil
Nil
SPECIAL DEFENSES:
Nil
+1 or better
weapon to hit
MAGIC RESISTANCE:
Nil
15%
SIZE:
M (fV long)
L (71 long)
MORALE:
Champion (15)
Fearless (20)
XP VALUE:
65 each
3,000
Bog hounds arc large dogs, about the size of war dogs, created
from a cursed bog. Sculpted of straw and mudr the hounds are
given life by wicked magic or a curse. They are sometimes cre¬
ated by the exceptionally strong will of a creature that can
shape life.
Their color is a muddy brown with splotches of yellow, and
their most frightening feature is their lack of eyes; they have
only empty black sockets.
Each pack of bog hounds is led by a moor hound, an individ¬
ual creature of exceptional strength and power. As long this
creature exists, the pack cannot be permanently destroyed,
Combat; When hunting, bog hounds set up an unearthly
howling that only subsides when they dose in. They attack by
flanking their victims and dosing from all sides at once, In
combat, they act as ordinary hounds, unless their pack leader
(the moor hound) or their master instructs them to perform
another task. When slain, thev return to their original materi¬
als, dissolving into scattered straw and mud as a gasp of vapor
escapes from the bodies. (I n some cases the power of the ani¬
mating curse may form additional bog hound bodies over
time, in other cases the master might construct more,)
The bog hounds are vulnerable to natural sunlight. If they
are exposed to the sun, their supernatural essence evaporates
like fog, and they become inanimate statues of straw and mud,
trapped in the pose in which the light first caught them. These
can be destroyed by the slightest touch; unless extreme care is
taken they cannot be moved,
Habitat/Society; Once the bog hounds are created, the moor
hound leads them in whatever tasks their creator desires. The
pack is under the control of the being who brought them to
life. The pack has no other social order except that they follow
the moor hound.
Ecology: The bog hound pack is created by a powerful curse
or possibly by malevolent necromantic magic. While their diet
is listed as carnivorous, in truth they need to eat nothing.
When they attack, they savage and devour any living creature
of flesh and bone that they hunt. They gain no sustenance
from eating; they are simply supernatural ly vicious.
The Moor Hound
Unlike the bog hounds, the moor hound is formed wholly of
the vapors of the bog. It is a coal-black creature with flaming
red eves, Its jaws can easily fit around a full grown man's
head, and are powerful enough to snap bone.
The moor hound can be hit only by magical weapons of at
least +1 enchantment; however, it only seems to suffer real dam¬
age from them. It can be destroyed only after it has been exposed
to sunlight; otherwise, once it has been reduced to 0 hit points or
below the moor hound bounds off to regenerate. It always leaves
a trail of blood that leads directly to a bog or pool of quicksand,
but no further trace of the moor hound can be found until the
next night, when it comes back fully regenerated.
If not exposed to sunlight, the moor hound cannot die. It
can, however, be captured. If even the slightest beam of sun¬
light directly hits the moor hound, any apparent damage it
took before exposure suddenly becomes real, perhaps slaying
it outright. Further, the moor hound can then be hit by ordi¬
nary weapons and permanently killed, breaking the curse that
gave it life. When the moor hound dies, a ghostly howling
marks its passage into nothingness. AU bog hounds of its pack
immediately crumble into mud and straw as their howls
answer and follow- those of the pack leader.
42
Doppleganger, Greater
CLIM ATE/TERRAI N ;
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE TYPE:
ALIGNMENT:
Any
Very rare
Solitary
Any
Omnivore
Exceptional to Genius (1 5— IB)
K, L, M (G, Ux3)
Neutral evil
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1-4
2
12
9
U
1
mz/\di2
See below
See below
See below
M-L (varies)
Fanatic (17-18)
4,000
Common doppelgangers can easily mimic the forms of humans,
demihumans, and humanoids, but their greater cousins, some¬
times called "mirrorkin," in ancient texts, have augmented
those abilities to the point of perfection, allowing these
shapechangers to adopt the exact forms and identities of several
humans or humanoids, switching between them at will
Like its relative, the greater doppelganger is a bipedal
humanoid with a tough, hairless gray hide that maintains Its
toughness regardless of the disguise (granting a miiiinium AC
of 2). The greater doppelganger is faster and more agile than a
common doppelganger*
Combat: This monster can assume the shape of any humanoid
creature between four and eight feet in height, just as a com¬
mon doppelganger. Greater doppelgangers have full powers
of ESP and telepathy, which allow them to peer deeper into
the minds of intended victims and assume forms that are dis¬
arming to their prey; once the victim is off-guard, the greater
doppelganger takes its prey m its arms and stabs the victim in
the back with its daws* Some of these shapechangers take care
to shape their daws so the wounds inflicted, which still deal
the same damage, appear to be deep dagger or sw ord thrusts*
If the greater doppelganger ingests the brain of the prey, the
doppleganger can absorb the entire mmd and personality of
the prey for later use.
Greater doppelgangers also have another advantage over
their lesser relatives — enhanced intelligence and imagination.
As a result, they can create a totally unique face and body
without imitation. This aids them in escaping into crowds,
randomly shifting clothes and faces around each comer.
Greater doppelgangers are immune to sleep* chirm, and hold
spells. They are likewise immune to any magics that detect
alignment. Disguised greater doppelgangers can only be
revealed by use of the true seeing spell or equivalent; their men¬
tal and physical disguises are even able to fool most psionics.
Their saving throws are those of I8th-level fighters.
Habitat/Society: Greater doppelgangers tend to lead any col¬
lection of their kind with whom they Jive. Others live alone or
replace those whose minds and personalities they have
absorbed, While greater dopplegangers may ally with others,
they generally refuse to be controlled or led by anyone or any
creature other than one of their own.
The greater doppelganger can absorb the mind and person¬
ality of any person whose brain it has eaten. After this, the
greater doppelganger can assume that person's form with
100% accuracy, complete writh the person's memories, abilities,
and alignment; these are active whenever the shapechanger
takes that particular form. When the form is worn, the greater
doppleganger has all of the victim's physical, mental, and
magical abilities (though not priestly granted abilities, or
spells above 2nd level, since these are bestowed); greater dop¬
pelgangers can even absorb the identities of paladins, though
all healing and special abilities beyond fighting skills are lost
Greater doppelgangers can absorb up to eight separate and
distinct identities; if they attempt to absorb more identities
beyond that, there is a 50% chance that one of the creature’s
absorbed identities will be lost in favor of the new one.
If the doppelganger has to perform actions that run counter
to its form's alignment, it must change form or be immediately
forced into its base form for 1-10 rounds. In its base form, it has
limited access to all the memories of its identities (use of known
languages, general information); the greater doppelganger is
incapable of manifesting one person s identity when in another
person s form. Regardless of its form, a greater doppelganger
can use magical items, provided it knows how they function.
Ecology: The greater doppelgangers are sophisticated and
clever. With their abilities to permanently adopt certain identi¬
ties, their plans and goals often go beyond simple hunting or
larceny They can often penetrate social and political power
groups without amusing suspicion.
The bearing of offspring (a rare event) requires a greater
doppleganger to remain in female form for the entire term, or
the unborn offspring will die.
43
Dragon, Brine
CLIMATE/TEKRAIN:
FREQUENCY;
ORGANIZATION;
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE;
ALIGNMENT;
Any ocean
Very rare
Solitary
Any
Omnivore
Low (5-7)
Special (see table)
Chaotic neutral
NO- APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
D AM AGE/ ATTACK:
SPECIAL ATTACKS;
SPECIAL DEFENSES;
MAGIC RESISTANCE:
SIZE:
MORALE;
XP VALUE:
1 (2-5)
2 (base)
Sw 9
11 (base)
9 (base)
1 + special
4dl0
Breath weapon, spells, surprise
Variable
Variable bv age
H (26 )
Champion (15)
Variable
Brine dragons are fully aquatic; they cannot fly or walk on
land, nor breathe air they do not enjoy even breaking the
sea's surface, but sometimes do so if given the proper incen¬
tive, such as a boatload of juicy humans.
These massive creatures look much like plesiosaurs with
draconian heads- They have flippers where other dragons
have claws, and their oversized teeth make them appear as if
they are smiling all the time. The grin is not a friendly one.
The hide of the brine dragon is rough and mottled, ridged
and craggy The scales are irregular and do not fit together
well Huge dumps of salt dot its body, some so old that they
are discolored and cannot be dissolved in the water.
Combat: The brine dragon is a good swimmer Its unwieldly
bulk belies its swimming ability; brine dragons can move
through the oceans without causing so much as a ripple. As a
result, opponents suffer a -1 penalty to their surprise roils. The
dragon itself is acutely aware of disturbances in the currents,
and is surprised only on a ldn-10 chance. Tt attacks with little
or no provocation- Sometimes it doesn't attack, even w hen
combat might be expected; brine dragons are extremely capri¬
cious and unpredictable.
The brine dragoris bite causes terrible damage and can badly
gouge large marine creatures such as whales or amphidragons.
Breath Weapon /Special Abilities: The brine dragon breathes a
cloud of alkalme-salt-and-saliva-based spray that burns like
acid. The cloud is 90 feet long, 45 feet wide, and 45 feet high,
Those successfully saving vs. breath weapon; suffer half dam¬
age. The brine dragon can use this breath weapon once every
three rounds. The breath weapon can be used equally well
underwater, on the surface, or against an aerial target,
Brine dragons are themselves immune to poisons and acids.
As a brine dragon ages, it gains several magical abilities (see
table), each usable three times per day
Habitat/Society: Brine dragons are unpredictable, violent and
have nihilistic tendencies. They have no leader or society.
Brine dragons make their lairs out of coral and rock forma¬
tions, using their caustic breath and spittle to glue together a
convenient cave. Each brine dragon stakes out its turf, which
can vary day to day from 100 yards to ten miles across, its cave
remains its only point of fixed interest.
When a brine dragon lays its eggs, the female usually stays
around and raises the hatchlings, though sometimes the male
stays and does the job instead. Other limes both parents stay
and raise the hatchlings, or both parents leave and let the eggs
fend for themselves, Sometimes Lhe parents get hungry and
just eat the eggs or young. Their extremely random parenting
keeps the number of brine dragons low.
Ecology: Brine dragons get their name from their love of salt
the dragons eat salt and also absorb it as they swim the oceans-
Often they can be found in coastal salt marshes.
Brine dragons hate black dragons and will attack them at
every opportunity. Otherwise, they will eat nearly anything,
including marine undead.
Age
1
Body
Lgt.
5-8
AC
5
2
8—12
4
3
12-20
3
4
20-29
2
5
29-38
1
6
3fM7
0
7
47-56
8
56-65
-2
9
65-74
-3
10
74-83
-4
11
83-92
-5
12
92-102
-6
Breath
Spell
Weapon
Ability
Id4+1
—
2d4+2
—
3d4+3
—
4d4+4
—
3d4+5
—
6d4+6
Mdfs
acid arrow
7d++7
—
8d4+8
stinking
cloud
‘>d4+9
—
t0d4+ 10
—
Hd4+11
fear
12d4+12
chudktll
Treas.
XP
MR
Type
Value
—
1,400
—
i -
2,000
—
—
3,000
—
4,000
10%
F
7,000
15%
F
8,000
20%
F
10,000
25%
EG
12,000
30%
EG
13,000
35%
EG,H
15,000
40%
EG,H
16,000
50%
F,G,H
17,000
44
Dragon, Half-Dragon
CLlMATE/TERJIAfN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE;
DIET;
INTELLIGENCE;
TREASURE;
ALIGNMENT:
Any
Very rare
Solitary
Any
Omnivore
Average (10)
O
Lawful good
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACQ:
NO. OF ATTACKS:
DA MAGE/ ATTACK:
SPECIAL ATTACKS:
SPECI AL DEFENSES:
MAGIC RESISTANCE:
SIZE;
MORALE:
XF VALUE:
1
6
15
1
20
1
By weapon
See below
See below
NO
M m1 fall)
Steady (11)
15
Half-dragons are the resutt of the mating of a demihuman
female, usually elf, dwarf, or gnome, and a male metallic
dragon — gold, silver, or bronze. These dragon types have the nat*
oral ability to polymorph into demihuman form, and sometimes
while in this form they produce offspring of mixed heritage.
Few physical features definitively mark a newborn babe as
a half-dragon, though there are some telltale signs of the
dragon parent: usually eyes or hair the color of gold, silver, or
bronze. As they reach adulthood half-dragons grow tall and
lean, no matter what demihuman blood mixes with their dra¬
conic heritage. During adolescence draconic abilities begin to
manifest. These abilities become stronger and more pro*
nounced over time and with use. Physical changes accompany
the appearance of these abilities. A mature half-dragon
appears as a very' tall, very lithe humanoid with certain elflike
features: a slender frame, lean muscles, long limbs, pointed
ears. The skin has the look and texture of demihuman flesh,
though with the pigmentation of the dragon parent. Hair i&
thick and luxurious, of a deeper and richer shade than the
flesh color. A half-dragons fingers are long and thin, with
nails like talons. The true mark of dragon heritage is seen in
the face, which has a distinctive reptilian appearance: snake-
like eves, elongated features, and the barest hint of horns pro¬
truding above the temples. Half-dragons have no wings* tails,
or scales. No matter their demihuman heritage all half¬
dragons mature in this way.
Half-dragons speak the language of their demihuman par¬
ent. A few can speak a draconic language (20%).
Combat: Half-dragons can use any weapon types that match
the class they belong to. Ail half-dragons also begin with all of
the racial abilities of their demihuman parent. As their dragon
abilities manifest, they supersede and replace the demihuman
ones. Each ball -dragon type has discretionary abilities to
choose from (one at 2nd, 4th, and 6th level), and fixed abilities
that manifest automatically (at 5th and 7th respectively).
Half-gold
• Fixed Abilities? Claw attacks ( ld6/ 1 d6), breath weapon
(spray of fire 10 feet long, damage 3d 6, twice per day).
• Pkcrdtiomi ev breathing (at will), speak with
animals (at will), bless (twice per day), detect lie (twice per
day), sleep (twice per day), dragon fear {three times per day),
immune to fire, immune to gas, infravision to 90 feet.
Half-silver
* Fixed Abilities: Claw attacks (Id4/ld4), breath weapon
(spray of cold 8 feet long, damage 4d4, twice per day).
• Discretionary Abilities: Feather Ml (once per day ), Wall of fog
(once per day), cloud walk (one hour per level per day),
dragon fear (twice per day), immune to cold, in fra vision to 90
feet.
Half -bronze
• Fixed Abilities: Claw attacks (1d4/ld4), breath weapon {bolt
of lightning 8 feet long, damage 3d4, twice per day),
* Discretionary Abilities: Water breathing (at will), speak with
animals (at will), create food and water (twice per day), ESP
(once per day), dragon fear (once per day), immune to electric¬
ity, infra vision to 6t) feet.
Habitat/Society: Half-dragons tend to be loners. Most are
raised by their demihuman parents, growing up in that cul¬
ture. When the half-dragon's true nature becomes noticeable,
the community often banishes the mixed being or makes life
so unbearable that the half-dragon leaves. "Half-dragons tend
to become explorers and adventurers, traveling the world as
they seek a place to call home. Half-dragons can belong to any
class, and they set up lairs in remote places between the
realms of dragons and dermhumans.
Ecology; Half-dragons eat the same food as their demihuman
parents. Half-golds can live to be 350, half-silvers to 310, and
half-bronzes to a maximum of 240 years.
45
Dragon-kin, Sea Wyrm
C L I'M AT FJT ERRAiN :
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Tropica] and subtropical seas
Rare
Solitary
Any
Omnivore
Low (5-7)
Nil (Rx2)
Chaotic neutral
NO. APPEARING:
1-3
ARMOR CLASS:
5
MOVEMENT:
9. Sw 18
HIT DICE:
Young {7^8 HD)
Adolescent 9-10 HD)
Adult (11-12 HD)
Ancient {13-14 HD)
THACO:
7-8 HD: 13
9-10 HD: U
11-12 HD: 9
13-14 HD: 7
NO. OF ATTACKS:
1
DAMAGE/ATTACK:
2d6 (bite) or 3d8 (constriction)
SPECIAL ATTACKS:
Breath weapon (sleep 3d8 ids),
swallow' (if adult or ancient)
SPECIAL DEFENSES;
Nil
MAGIC RESISTANCE:
Nil
SIZE:
L (up to 12' long) if 7-10 HD.
H {12-25' long) if 11-14 HD
MORALE:
Champion (15-16)
XP VALUE:
7-8 HD; 1,400
9-10 HD: 2,000
11-12 HD: 3,000
13-14 HD: 4,000
Sea wyrms are elongated legless and wingless sea dragons
found in tropical and subtropical seas. Probably one of the
sources for the tales of legend ary sea serpents, these lazy crea¬
tures rarely attack anyone or anything not intruding on their
territory. They are usually serene and majestic, often venturing
quite dose to land if left undisturbed. Occasionally a family of
sea wyrms will be seen traveling together by sailors wrho ven¬
ture into deeper seas.
Combat: Sea wyrms grow larger, but not particularly stronger,
as they age; thus, the bite and constriction of a young sea
wyrm are just as damaging as that of its elders. Though they
are normally ncm aggressive, sea wyrms will attack ships or
creatures who invade what they consider to be their territory,
All sea wyrms can bite for 2d6 points of damage and constrict
for 3dS points. If attacking a ship, every 10 points of constric¬
tion damage acts as 1 hull point against the vessel, [f the ship
is smaller than the sea wyrm, the wyrm can completely encir¬
cle the entire vessel, roll it over, and drag it beneath the waves.
Because of this, they are greatly feared by fishermen and oth¬
ers who usually have smaller boats.
Adult and andent sea wyrms have other attacks as well. If
they make a bite attack and score 5 more than they need to hit,
they have swallowed their prey whole. The victim takes normal
damage (2d6) from the bite and an additional 2d6 points of dam¬
age per round thereafter from stomach adds. The usual methods
may be employed to escape from the creatures stomach.
At arty time an adult or ancient sea wyrm may choose to
forgo its normal attack and use its breath weapon instead. This
is a cone of sleep gas 5 feet wide at the base, 30 feet wide at the
far end, and reaching 30 feet, Those caught in the cone must
save v&. breath weapon or fall asleep for 3 to 24) rounds. The
wyrm can use this attack only once per day.
Habitat/Society: Sea wyrms lair in underwater caves or in
remote caves on islands. They can breathe equally w ell in air
or water and move about on land by slithering like a snake
They eat just about anything but are particularly fond of fish
and fruit They have been known to slither around a fruit tree
and constrict it in an attempt to get at fruit which is beyond
their normal reach.
Sea wyrms live in small family groups until the hatchlings
are old enough to forage for themselves. When three are found
together, they are always a mated pair and a hatchling. Two
sea wyrms found together are always a mated pair, as they
mate for life. The female produces one egg at a time, which is
jealously guarded by both until the young sea wyrm hatches.
If captured as hatchlings, sea w yrms make loyal and affec¬
tionate pets for sea peoples such as merfolk, tritons, or nereids,
willing to fight to the death to defend their companions.
Ecology: Sea wyrms claim undersea or island caves for their
lairs and defend the territory around it up to about two miles
They range up to thirty miles from home to feed. Though they
produce no useful by-products, there is a growing market in
sea wyrm eggs among traders w'ho wish to raise a mobile
guard to defend their ships while at sea. Some merchants deal
in sea wvrm skins, ’which bring LOGO to 3,000 gp.
46
Dwarf, Wild
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Subterranean, tropical jungle
Rare
Hunting band
Any
Omnivorous
Very (11-12)
K, L, M, Q or V
Lawful neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT PICE:
THACO:
NO. OF ATTACKS*
DAM AGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES;
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
20-200
8 (10)
9
1+1
19
1
Idb (weapon)
Poison darts (+2 at short range)
Immune to own darts, +4 save vs.
poison and magic, +1 save vs.
venom/ vapor, -1/die dmg vs.
heat and insect swarms
Nil
S (3* tall)
Hite (13-14)
270
Wild dwarves are a reclusive race of dwarves, Abo known as
"jungle dwarves," they are found only in remote, hot jungle
areas. These dwarves are dark-skinned, short, and stout. Their
bodies are covered with tattoos and grease which serves to
keep off insects and also makes them hard to hold. They wear
nothing except their long, woven hair which serves as ade¬
quate dothing. This, they plaster with mud into crude armor
when going to war.
Wild dwarves forge weapons and tools from mined metals.
In this and in infravision, " underground skills" and lifespan,
they are like other dwarves. Sturdy (+1 to Con scores) and
muscular, they distrust intruders and will avoid confronta¬
tions unless they are attacked or provoked. Wild dwarves
speak their own clicking, trilling tongue, and a smattering of
the common tongue and dwarvtsk
Combat: Wild dwarves are armed with blowguns and can fire
2 darts per round (range 10/30/50). Each dwarf carries
Id 10+6 barbed darts that inflict ld3 damage (ld2 vs. large
creatures). The darts art coated with sleep-inducing venom —
save vs. poison or be stowed for 2 rounds, then fall asleep for
2-5 rounds — slapping does not awaken. Adult wild dwarves
are specialists with their darts; at short range they have an
attack bonus of +2 They are immune to the effects of their poi¬
son. Each wild dwarf carries a short spear (ld6 damage) and a
spiked throwing club (!d6) or hand axe (ld6).
Wild dwarves use pits, snares, deadfalls, and other traps to
defend their home caves, All of these are tailored from the jungle
surroundings and are very effective, even against intruders of high
level, especially those uninitiated to jungle combat. They often
attack in large groups, firing darts from behind cover until an
angered opponent charges — whereupon they attack from all sides.
Wild dwarves have the same saving throw bonuses against
poison and magic as normal dwarves. Centuries of battling
poisonous snakes have given them a natural resistance to nat¬
ural poisons and venoms; they make all saving throws against
such poisons and poisonous vapors at an additional +1 . They
are less likely to suffer from debilitating diseases or parasites
than those who aren't jungle dwellers (the DM must adjudi¬
cate), and receive a bonus of -1 per die of damage from insect
swarms and heat-based attacks.
Habitat/Socicty: Wild dwarves dwell in jungle trees and cav¬
erns, calling themselves "dur Authalat" (the People), They are
polygamous and do not form tribes or dans, but live in hunt¬
ing bands with ever-shifting membership, Each smaller group
carries a large water-bladder and a "talking drum" to call
other bands to a "big kill" or warn them of "great danger."
A typical hunting band knows of three or four watering
holes, a bathing place, a shaded eating area with a firepit and
several lookouts, a sleeping cavern and several sleeping trees
hung with nets of interwoven vines. They also know of at least
five "refuge-caverns" that run deep into the earth.
Wild dwarves think of themselves as one big family, "dur
Aulhaiar." They follow their "talkers" (planners and tacti¬
cians, of both sexes, all ages, and all levels), "war leaders"
( 5th- to 7th~IeveJ warriors), "bloods" (experienced warriors of
2nd through 4th level), and "priests" {any level up to and
including Htth). Wild dwarves most often worship Thard
Harr, but may rarely make offerings to other dwarven deities
Wiki dwarves wear carved bone earrings, bracelets, and
necklaces for adornment reserving mined metal only for use
in weapon- and tool -making or barter.
Ecology: Wild dwarves eat certain Iruits, berries, roots, leaves,
and tree saps, and all manner of insects, worms, jungle birds,
reptiles, and animals. Some have been known to eat humans,
but they are not cannibals and do not usually eat intelligent
beings- They consider most snakes delicacies, and make fer¬
mented fruit wines in earthenware jugs.
Wild dwarves mistrust folk of other races, and rarely leave
the confines of their hot, shady jungles. On Toril, they are most
common in Chult and tile nearby lands to the east.
47
Ekimmu
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Wilderness, mins
Very rare
Solitary or band
Nocturnal
Carnivore
Semi- (2-4)
Nil (F: 25% chance)
Any evil
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACOs
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE;
XP VALUE:
I o r 1-4
-6 or as host
12 or as host
8
Nil or as host
1 or as host
Nil or as host
Possession
invisibility; immune to sleep,
charm , hold, paralysis, cold-based
spells and poison
Nil
L (10’ tall)
Fearless (20)
3,000
.An ekimmu is an angry undead spirit that was once human. It
is created when a human dies far from home and is not given
proper burial rites; for this reason an ekimmu hates humans,
demihumans, and humanoids, and seeks vengence against the
living. An ekimmu appears as a spectral, bull-headed human¬
oid nearly 10 feet tall, much like a ghostly minotaur.
Combat: The ekimmu may be completely invisible before it
attacks; in this case its presence will be felt as a ghastly wind
carrying the charnel stench of the grave, and its presence may
be detected as a malevolent and brooding evil
The ekimmu does not attack directly. Instead, it seeks to
take over the body of a character. The potential host is allowed
a saving throw vs. spell to avoid the attack. If the saving throw
is successful, then that ekimmu cannot try to take over that
character again during the encounter It might try to take over
some other character.
if the character fails the saving throw, then the ekimmu uses
the host body to w-reak havoc on all other intelligent living
creatures in the area, attacking exactly as if it w ere the con¬
trolled character. In its fury, the semi-intelligent ekimmu is
unlikely to use spells memorized by a spell-casting host; phys¬
ical attacks are most likely. The ekimmu attacks furiously with
no care whatsoever for the host body. Should the host be slain,
the ekimmu will leave the host and take over another. In its
natural form, the ekimmu has no physical attacks, but its
wispy substance gives it an unnaturally low Armor Class,
While in a host, the ekimmu has the hosts Armor Class, tak¬
ing one point of damage itself for every two points of damage
inflicted on the host. Should the ekimmu be reduced to 0 hit
points, it is forced out of the host and dissipated, and the host
(if alive) returns to normal. The ekimmu will continue attack¬
ing until all characters are slain, all characters have saved
against its attack, or until it is driven out or dissipated.
The ekimmu gives its host many of its undead powers:
immunity to sleep*, charm , hold, paralysis,, cold-based spells and
poison. However, it (and its host) takes 2d4 points of damage
from a vial of holy water, A protection from evil spell will block
its possession attack. A dispel evil exorcises it from its host and
gives the host immunity as if a successful saving throw had
been made, A holy word immediately exorcises ail ekimmu in
its area and drives them away ending the encounter.
If the characters can find the remains of the ekimmu and
give it a proper burial, the ekimmu will dissipate, abandoning
any host it controls.
An ekimmu outside a host body can be turned as a vampire.
Note: A group of ekimmu can be especially deadly since each
ekimmu can attack each character in the group. The DM
should exercise special care when preparing an encounter
with multiple ekimmu.
Habitat/Society; Ekimmu are most likely to be found in
wilderness areas where no one has found their remains and
given them proper funeral rites. Ruins and isolated caverns
are among their most common haunts.
Ekimmu usually remain dose to the spot they died, but are
not bound to it; many roam at will, A wandering ekimmu usu¬
ally returns to the site of its death every few days. Seeing its
unburied remains again rekindles its anger and hatred,
Ekimmu are solitary, but sometimes form bands to better
vent their hatred. Bands are most likely when the individuals
died in the same place at the same time.
Ecology: Ekimmu try to destroy any intelligent life that they
encounter. As long as its remains are unburied, a dissipated
ekimmu will eventually reform, though this may take some
days or weeks.
48
Elemental, Nature
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Forest
Very rare
Solitary
Any
Unknown
Average (8—101
Nil
Neutral
NO, APPEARING:
ARMOR CLASS;
MOVEMENT:
HIT DICE;
THACO:
NO. OF ATTACKS:
DAM AGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE;
SIZE;
MORALE:
XP VALUE:
1
0
12
18
5
2
5dl0/5dl0
Nil
Regeneration, immune to protection
from evil
m
G (35' + tall)
Fearless (20)
15,000
The nature elemental Ls composed of earth, fire, water, and air,
as well as the force that some sages call the fifth element,
spirit, or life. The nature elemental is one of the most powerful
of elemental beings.
Upon being summoned, the nature elemental takes on a
roughly humanoid appearance. It is gigantic, and easily
attains heights of 35 or more feet, ft looks like a walking
humanoid composed of the natural materials of the location
into which it is summoned. Generally, the elemental appears
as an earthen form covered in sod and shrubs, with small
rivulets running over its body in defiance of gravity, and
small animals moving over it. A nature elemental does not
speak and is summoned for one task only: to return a certain
area to an uncultivated state, Things such as villages, build¬
ings, and even human and humanoid creatures are destroyed
by the elemental in the process of performing its duty. Even
the smallest grass hut is not above the notice of the elemental.
The only persons immune to the elemental's fury are the
caster of the summoning spell and up to 10 people per caster
level within a 100-yard radius, designated by the summoner
upon executing the spell.
Combat: Fighting a nature elemental is extremely difficult.
Most people would prefer to avoid one rather than confront it
To kill a nature elemental, one must deal damage in one round
equal to the creature's total hit points; otherwise, it regenerates
all damage it has sustained at the end of the round. If the ele¬
mental is somehow separated from contact with its surround¬
ing environment (including air), it cannot regenerate.
However, the circumstances that would isolate it in this man¬
ner are extremely hard to generate (place it magically in a vac¬
uum, tug it into wildspace, etc ).
If confronted, the massive fists of the elemental strike twice
per round for 5d 10 points of damage. The creature has the
equivalent of titan strength (Strength 25). Magical hems the
creature moves across (not simply magical weapons used to
attack if) must make a saving throw vs. disintegration or be
restructured into the new environment and destroyed. The
elemental never tires, but will disperse after its 1-mile area is
"renovated" or 24 hours have elapsed.
Habitat/Society: The origin of this elemental is a mystery,
since its exact home plane of existence is unknown. Likewise,
the details of its life are unknown; it is not native to the Prime
Plane, nor does it remain more than 24 hours after its sum¬
moning spell is cast. Some theorize that a nature elemental is
actually a minor avatar of a nature deity. Most sages hold to
this for lack of a better explanation
Ecology: The nature elemental actually restructures its immedi¬
ate environment. New plants grow to a mature state in its wake
almost immediately animals are attracted overnight to the loca¬
tion, water sources are purified, and signs of destruction, culti¬
vation, and civilized habitation or influence disappear.
On Toril, the nature elemental is a being whose origins date
back to the height of Nether 11, and adventurers can find the
spell to summon one only in libraries and tombs dating back
more than 2,000 years.
49
Elf, Winged (Avariel)
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Temperate to subtropical moun¬
tains, forests
Rare
Bands
Any
Omnivore
High to Supra- (14-20)
N(G,S,T)
Neutral or chaotic good
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACQ:
NO, OF ATTACKS:
DAMAGE/ATTACK;
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
5-20
8(10)
9, FI 18{C)
1+1
19
1
By weapon
+1 with lasso, bolo, or sword,
wing buffet
See below
Nil
M (5f+ tall)
Champion (15)
650
The winged elves, or avariel. are a rare race of reclusive elves
who dwell high in mountains or forests, away from other civi¬
lizations, They appear even more delicate than their land-
bound brethren; their facial features are even more chiseled
and angular Their most stunning characteristic, however, is
their beautiful, soft wings. Although their wrings axe generally
white, avariel have been seen with wings whose colors range
to black. The wings are their pride and joy, and an avariel who
has lost his wings is intensely pitied by the others. Since elves
do not generally accept the pity of others, a wingless avariel
often leaves the community to find a life else w he re.
Avariel eyes tend to be a little larger than most elves',
although they are the same colors that most grey elves and high
elves possess. Their hair is most often white or black, but there
have been numerous exceptions. The avariel have a tendency to
adopt a far-off look in their eyes when their immediate attention
is not required. They are very much at home in the outdoors,
and they appear out of place indoors or underground,
Avariel clothing Is most reminiscent of togas, for other types
of clothing often snag on their wings. Togas and their like
wrap easily around the avariel shod y and wings.
Combat: To those not bred to aerial combat, the avariel are a
confusing opponent. While most humanoids tend to think
two-dimensionally in combat, the avariel think in a third
dimension, which they utilize to devastating effect,
They have incredible eyesight. Not only do they have the
standard elven infravision, when flying or outdoors they can
focus their vision to notice details at over a mile away or those
obscured by underlying forest, They use this perception to
maximum advantage and thus are excellent scouts.
From a distance, avariel in flight appear as large birds, Thus,
while opponents may notice their silhouettes, they usually
disregard them. This has more than once resulted in the nearly
total elimination of enemy forces. Since the avariel are efficient
hunters, they ruthlessly stalk those who have escaped the bat¬
tlefield, more often than not finding and destroying those who
would report their presence.
In combat, avariel prefer to use light weapons, for heavier
ones inhibit their flight. The lasso, hola, and sword are their
weapons of choice, and they gain a +1 to hit when using these
weapons. Note that the momentum generated by any sword
longer than a long sword interferes with flying. For this rea¬
son, they use bastard swords and two-handed swords only in
foot combat, and do not gain the +1 bonus with them, Avariel,
unlike other elves, have a difficult time using ordinary bows.
Their wings interfere with the smooth movements required to
fire a bow, and they therefore do not gain the +1 bonus other
elves have when using bows.
The strength of the avariel is also their downfall. If they lose
more than 50% of their hit points in damage, they become too
weak to fly and must continue their battle on the ground.
Until they lose 75% of their hit points, they can glide for short
distances. They can also jump to a height of 10 feet.
Their wings are susceptible to fire, and bum quickly once set
ablaze. Only several weeks of recuperation will restore fire-
damaged wings to flying condition. A favorite tactic of some
enemies is to launch a fireball into the midst of a group of high¬
flying avariel and watch them plummet to their deaths. Because
of this, avariel are highly suspicious of fire-using mages and
will never fully trust these individuals, even if they are elves.
Another weakness of the avariel is claustrophobia. They
cannot bear to be in closed places, most especially under the
earth. If confined in such a space, avariel must make a Wis¬
dom check every day they are confined. Failure spells tempo¬
rary insanity; the avariel will become violent, catatonic, or
panicked until he or she reaches open air. If more than four
Wisdom checks are failed, the insanity is permanent until
countered by a heal spell or the equivalent.
Winged elves can carry a mass equal to their own body weight
before their wings will not support them. If they carry more than
light encumbrance, their maneuverability becomes Class D.
Avariel can become fighters (not rangers or paladins),
mages, and clerics, as well as the multi-class combinations
50
Elf, Winged (Avariel)
available to these three. There are no recorded instances of
avariel rogues. For every five avariel in a group, there will be a
fighter of at least 3rd level. For every 10, there will be a mage
of level equal to the fighter. Groups of 20 will be led by a
multLcEass 7th-level fighter/7th-level mage, as well as a
fighter of 6th level, a mage of 5th level, and a cleric of 6th level,
in addition to the exceptional individuals in the four groups of
5 and two groups of 10.
Habitat/Society: fn some areas, avariel are known as "A1
Karak Elam/' and non-elf races have built mythologies around
them. Occasionally certain mischievous avariel have contacted
humans, pretending to be agents of a higher power. The older
avariel object because it leads humans to search for them, but
this ban has not yet stopped any of the younger winged elves.
However, as the avariel become more common, instances of
this activity have lessened dramatically
As among other elves, the avariel have adapted to their
environments, There is no exclusion based on gender; females
often hold as many, ii not more, positions of power within an
avariel community
Two types of avariel society are especially common, no mat¬
ter what the environment. Both draw on aspects of the elven
heritage to the exclusion of others. However, the two types of
society are never found far from one another, so that they may
more easily communicate.
Many of the avariel have bred themselves for combat. Much
of this avariel society is based on a warrior code of honor,
seeking greater glory for themselves and their allies. Their
lives are geared to war and battle, and they answer to their
war chiefs. These avariel are the most feared by the humanoid
nations, for they are a deadly foe, They have little of the
respect of iandbound elves for the lives of others; instead they
live for the fight and for the destruction of their opponents*
They are a proud, hearty group, and form eternal friendships
with those who earn their trust. Though they care little for the
lives of their enemies, they try to live theirs to the fullest.
The other half of avariel society knows little of war. These
avariel focus mainly on the arts and the intellectual aspects of
life. Where the other avariel make much of war and warrior
ritual, these avariel rely on their brains and diplomatic ability'.
They are a population of artists and philosophers, creating for
the sheer fov of creation.
The relations between the two halves of avariel community
are perfectly harmonious, and they stay in constant communi¬
cation. Both respect the other greatly often trading their youths
in cultural exchange programs Since their children are often
curious about the other aspect of their culture, they are given
the chance to participate in that feature for a time, leading to a
well-balanced elf. Strangely after experiencing the other side of
life for a few decades, most avariel are eager to return to their
original homes and lead the lives to which they were bom.
Of course, there are more than just these two avariel soci¬
eties; these are just the most common. There are others that
have a more equal footing between the aspects of their society
others that are better balanced. However, none of these seems to
have flourished so well as the warrior /thinker combination.
These two have somehow achieved a harmony that makes their
civilizations greater than others. The creative and destructive
impulses, when paired, make the avariel a formidable opponent.
the avariel are a particularly religious sect of elves,
although they are not fanatical about promoting their beliefs.
They worship Aerdrie Faenya, the elven goddess of air and
weather, almost exclusively They believe that it is due to her
intervention that they are able to survive at all, and they make
their obeisance to her accordingly. They also believe that she
takes a more direct hand in their lives than the gods of other
elves. Her worship keeps the warrior avariel from becoming
enamored of law, thus remaining elves at heart.
The weapons carried by avariel are usually of glass or
obsidian, as the open forges used by other races to shape metal
can singe their wingfeathers. Avariel use closed furnaces to
shape glass into workable, durable weapons. Avariel glas-
smiths are master crafters, Any metal weapons that the avariel
have are the result of trade with other races or other elves.
Glass weapons designed by avariel may occasionally break in
combat. (On a natural roll of 20r roll ld6; the weapon shatters
on a roll of 1-3.)
Ecology: No one knows whether the avariel are a natural off¬
shoot of the elven race or the result of powerful magics. Some
claim the avariel are the original elves and that the other elves
have fallen from this high state. Most, however, maintain that
the avariel are the result of magic that combined elves with
their beloved giant eagles.
The avariel keep in contact with other elves, but the winged
elves tend to be somewhat above the affairs of the world.
Nothing concerns them overmuch, unless it impinges upon
them. They usually try to avoid contact with other races,
despite the fact that some avariel insist on seeing the world.
Avariel do not lay eggs, contrary to popular speculation.
Like birds, they have hollow bones, making them more fragile
than the typical elf Without hollow bones, they could not fly.
Even so, flying causes some discomfort because it is strenuous
exercise to keep so much weight aloft. However, Lhe pain is a
minor inconvenience, for the sheer joy of flying is so intoxicat¬
ing, Each hour of flight, the avariel must make a successful
Constitution check. Those who fail cannot fly for at least half
an hour for every two hours of flight prior to the check.
Avariel wings are sought by mages and evil giants. The
mages use the wings in creating potions and imrgs of flying,
and will often pay huge amounts for any brought to them. The
giants, on the other hand, use the avariel s wings as decora¬
tions for headgear. They think it looks particularly fine to have
a beautiful pair of wings on their war helmets.
Avariel do not remain in the world as long as most elves.
Their typical span is only 300 years because they feel the caU
of the unknown so much more clearly than other elves. Thus,
they tend to act more human than other elves because they
know that they have less time than other elves. They take
things more seriously and try to fit in as much living as possi¬
ble. They are not as frantic as humans, but they do try to
accomplish many things before their departure.
51
Fish
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Floating Eye
Any ocean
Rare
School
Any
Carnivore
Non- (0)
Nil
Neutral
Hellish
Any water
Uncommon
Den
Any
Omnivore
Low (5)
Nil (Qx3)
Neutral
Masher
Tropical coral reef
Uncommon
School
Night
Carnivore
Non- (0)
Nil
Neutral
Verme
Any large river
Very rare
Solitary
Any
Carnivore
Animal (1)
Incidental (see below)
Neutral
NO. APPEARING;
1-12
20-70
2-8
i
ARMOR CLASS;
9
5
7
3/8 (head/bodv)
MOVEMENT;
Sw 30
Sw 12
Sw 9
3, Sw 18
HIT DICE;
1-4 hp
1-3
8
18+18
THACO:
20
1-2 HD: 19
3 HD: 17
13
5
NO. OF ATTACKS;
Special only
1
1
1
DAMAGE/ATTACK:
Nil
1
5d4
7d4
SPECIAL ATTACKS:
Hypnotism
Heat
Nil
Swallow whole
SPECIAL DEFENSES:
Nit
Nil
Poison spines
See below
MAGIC RESISTANCE;
Nil
Nil
Nil
Nil
SIZE:
S (1 * long)
S(r-3r long)
H {12-15' long)
G (50'— 80' long)
MORALE:
Unsteady (5)
Unsteady (7)
Average (Ifl)
Champion (15)
XP VALUE:
35
Varies
1,400 '
14,000
Floating Eye
Floating eyes are one of the undersea wonders, a salt-water
fish of very unusual nature. The floating eye has a transparent
body, practically invisible in the water, with a single large eye
of about three inches in diameter (about the only thing that is
readily visible of the fish). The eye is mostly milky white, with
a large black pupil If the pupil is gazed upon, tiny bolts of
light appear to streak out from the center every few seconds.
Combafc The floating eye is a poor combatant but it lias a sig¬
nificant effect on its surroundings. Any creature that is within
30 feet and stares into the eye must roll a successful saving
throw vs. paralyzatiort or hang immobile in the water, hypno¬
tized. This is a useful defense for the floating eye, Another
good defense is the floating eye's speed, as it is one of the
fastest underwater creatures.
Predatory marine animals, such as piranhas, sharks, or
manta rays, have learned to keep close to floating eyes, while
avoiding their hypnotic effects. These fish then attack any
large prey that is immobilized by the school of floating eyes.
The eyes feed upon the scraps that remain.
Habitat/Society: Floating eyes silently patrol their oceans,
looking for small creatures they can hypnotize and eat. They
are mild and non-aggressive, keeping In schools of a dozen or
fewer. They abandon their young at birth and if lacking food
they' will eat the small floating eyes.
Ecology; The floating eye does not have a significantly damag¬
ing attack, if it was alone with man-sized prey, it might be able
to cause 1 point of damage every ten rounds or so. On the
whole, it prefers brine and plankton. However, the symbiotic
relationship mentioned above works well, and virtually every
pack of floating eves has a following of predator fish
Some adventurers have tried to imitate the predators' trick
by capturing and carrying floating eyes. But the floating eye
52
loses its magical powers immediately upon death, and there
are difficulties with carrying fishbowls into perilous situations.
Alchemists have for many years sought floating eyes. Most
are certain that the eye is useful as an ingredient in some
potion or scroll ink, but as yet no specific use has been found.
Fish
Hetfish
The hetfish, or hot fish as some sailors know it, is another won*
der of the undersea world* It is a small {one to three feet long)
si Iver-and -orange fish, whose skin is covered by unseemly
bumps and boils* Jt is found in both fresh and salt water, from
arctic climes to boiling hot springs* its basic body shape
resembles that of a piranha, although it has neither the
piranha's teeth nor its distinctive underbite*
Combat: Hetfish have super-heated bodies whose tempera¬
tures exceed 350 degrees Fahrenheit. This effectively turns the
water within several inches of them to steam.
When their den is disturbed, these fish swarm or masse to
meet the intruder. Each hetfish has as many Hit Dice as feet in
length (one to three), and the entire den bumps or rams the
intruders, doing 1 point of damage per fish. Hetfish have been
known to continue these attacks indefinitely, long after the tar¬
get has been boiled to bone.
Even if a victim cannot be touched directly, he can be
injured by merely remaining in the vicinity of hetfish for too
long. Every round a creature swims within 20 feet erf a den of
hetfish, it suffers 2 points of damage from the hot wafer:
Hetfish are possessed of a simple intelligence; they are
attracted to bright, shiny things, particularly gemstones A
hetfish coral den, when broken open, contains one gemstone
for each fish, w ith a base value of 10 gp. Some hetfish commu¬
nities have learned that ships often carry such pretty things,
and they try to ram ships and sink them for treasure. Wooden
ships sustain i point of hull damage per 1 5 Hit Dice of hetfish
attacking, per round.
Habita I/Society: Hetfish live in large communal dens. They
are about as intelligent as bright dogs, or particularly dull
gnolls. They have nothing resembling a language. They seem
content to swum about and patrol a territory that is 50 feet in
radius per hetfish in the den. Any creature entering this area is
considered lair prey by the fish, regardless of its size or feroc¬
ity. There are very few creatures that can endure 30-40 points
of damage each round, and thus there are very few creatures
that live in the hetfish 's territory.
Ecology: It seems that the hetfish requires a steam environ¬
ment for respiration, as it is unable to breathe water. How it
continues to buoy itself up in the water is just one of the het-
fishJs mysteries. However, because of its heat-producing pow¬
ers, the hetfish's greatest threats a ie civilized races.
Underwater races, such as the tritons, hunt hetfish ruthlessly,
as the super-heated fish are an environmental hazard in any
but the hottest natural springs. Surface dwellers hunt hetfish
as well, not merely for the gemstones the fish collect or to
guard against hetfish sinking more boats. Alive, the animals
arc worth lOdlO gp apiece to alchemists and sages, for no one
has yet learned the secret of the hetfislTs strange properties,
which resemble those of the remorhaz.
Masher
The masher, or coral masher, still another wonder of the under¬
sea world, is a large, worm-like fish that moves slowly along
coral reefs, crushing and digesting the coral. A masher is
longer than most humanoid races are tall, and it is colored a
rusty red with two bright blue dorsal ridges.
The coral masher is not an aggressive creature, but it Ls eas¬
ily surprised. Sf it feels threatened, it attacks in self-defense*
Each of its dorsal ridges carries two to four spines, each four
feet long or longer, and each able to secrete a virulent poison.
When threatened, the masher flares these ridges, keeping ene¬
mies at bay. Any attacker must either use a weapon with a
thrusting tip at least six feet from the hand, or be struck with a
spine (requiring a successful saving throw vs. poison to pre¬
vent death after one turn; a successful saving throw indicates
no damage) -
Some adventurers have spread rumors that the coral masher
can be successfully attacked by positioning oneself directly in
53
Fish
front of or beneath the creature. This is poor advice; the
masher can maneuver much faster than humanoid attackers,
and it can twist or roll to injure its attackers.
The masher's poison is very complex; no known antidote
exists, save such spells as neutralize poison. For this reason, the
coral masher is harassed now and again for its venom.
Verme
The verme is the largest of fish, yet another wonder of the
undersea world It resembles a giant catfish, except that it has
large, thick, slime-covered scales and hundreds of long, nee-
dle-like teeth. It is yellow along its belly, with its flanks dark
brown shading to a mottled green-and -brown back.
Although the verrne is gigantically long, it is flatfish along
its belly, and wider than it is high. This enables it to lurk on the
bottom and swim in reasonably shallow rivers.
The verrne is a voracious carnivore, eating two tons of meat
each day to sustain itself. Should a character attempt a speak
with animals spell on a verme, the fish will express no surprise
that it is being spoken to. Indeed, it will only grow irritated
that someone is keeping it from eating its fill.
Combat: A verme's head is covered with a thick bone plate,
giving it an Armor Class of 3. The body is AC 8.
A verme swallows any opponent under 12 feet tall should
it score a hit. It tries to swallow those characters who are
attacking its head before maneuvering to reach those beating
on its sides. The victim suffers 3d8+4 points of damage upon
being swallowed, and an additional 2d8 points of acid dam¬
age each round thereafter. No matter how many points of
damage a creature inside a verme has suffered, it dies in six
rounds and dissolves, A verme is AC 10 when attacked from
the inside.
The monster fish is able to upset almost any boat and ships
of up to small galley size when hungry and seeking food.
Its thick, slime-covered scales make edged weapons almost
useless. Such attacks inflict only 1 point of damage each blow.
Fire-based attacks inflict half damage, unless an attack strikes
the inside of the mouth or somewhere internally, In the latter
case, the damage is enhanced, gaining a +1 bonus per die of
i damage.
Habitat/Society; Verme usually inhabit great rivers, but
sometimes venture into saltwater. Regardless of the locale, it
prefers warm water with an abundance of food, such as fish,
reptiles, cattle, humans, or virtually anything else.
Because verme can swallow prey whole, even animals the
size of water buffaloes, their stomachs might contain metallic
items or other indigestible material.
Ecology: A verme spells ecological disaster for whatever area
it settles in. It can scour rivers dean of fish, or rid swamps of
all water-borne life. Verme have destroyed the economies of
entire city-states just by roaming the waters upriver. A verme
appearing in a city's waterways is a frightening prospect
Adventuring parties occasionally hunt verme for their dor¬
sal scales, which can be powdered and used as one ingredient
in the ink for a shield spell. The scales from one verme can sup¬
ply enough material for several dozen spells.
54
Fish, Subterranean
Wattley Lemon Fish I rri descent Plecoe
CLIMATE/TERRAIN:
FREQUENCY:
Rare
Underground pools, streams, and rivers -
Uncommon
Very rare
ORGANIZATION:
School
Solitary
School
ACTIVITY CYCLE:
Any
Night
Any
DIET:
Omnivore
Carnivore
Omnivore
INTELLIGENCE:
Semi- (2—4)
Non- (0)
Animal (1)
TREASURE:
Special
Nil
Special
ALIGNMENT:
Neutral
Neutral
Neutral
NO, APPEARING:
10-40
1-3
10-100
ARMOR CLASS:
8
6
9
MOVEMENT:
Swlfi
Sw 24
Sw 12
HIT DICE:
1
4 to 9
M
THAC0:
19
4 HD: 17
5-6 HD: 15
7-8 HD: 13
9 HD: 11
20
NO, OF ATTACKS:
1 4- paralysis
2 (bite/tail)
1 + disease
DAMAGE/ ATTACK:
ld2
4-6 HD: 2d4/4-6 hp + poison
7-8 FID: 2d6/7-8 hp + poison
9 HD: 2d8/ 9 hp + poison
1 hp
SPECIAL ATTACKS:
Paraivsis
Poison
Disease
SPECIAL DEFENSES:
NU
Stun cloud
Nil
MAGIC RESISTANCE:
Nil
40%
Nil
SIZE:
T(6VUk>ng)
S-M (2' -6' long)
T (6"-2' long)
MORALE:
Steady (11)
Steady (11)
Elite (13)
XP VALUE:
35
4 HD: 270
5-6 HD; 420
7-8 HD: 975
9 HD: 1,400
35
Although many fish species are unique to subterranean fresh
waters, three varieties in particular pose problems to creatures
that pass through Undermountain's waterways: they are the
wattley, the lemon fish, and the iridescent plecos. These fish
are found in bodies of water where luminous lichen or other
sources provide a setting that approximates natural lighting.
They particularly thrive in the underground caverns of Under-
mountain where the forest streams of Wv How wood and the
River Sargauth flow.
While not as vicious as barracuda or piranha, these fish are
carnivorous and enjoy the taste of flesh, attacking creatures of
rat size and larger (even larger than themselves) when they
are hungry. They can subside on creatures smaller than that
but they must eat a large amount to provide a good meal. The
fish are docile and nearly harmless if they have fed recently.
Wattley
Perhaps the most beautiful of the subterranean fish, wattley s
are oval-shaped, looking like near-circles with sharp, tiny
teeth and lacy fins. The fish are from one to three inches thick.
Brilliant stripes cover their bodies, and have caused sages to
believe there are several varieties of wattley s. Green-, blue-,
and brown-striped fish have been caught, and rare solid blue
and green wattley s have been seen.
These are dearly the most intelligent of the subterranean
fish. In schools led by a single fish, usually the largest and old¬
est (delivering 1—4 points of biting damage because of its size),
they congregate in groups of 10 to 40 where they will be safer
from predators. At night, schools come together in larger
groups for even greater protection, sometimes numbering as
many as 300 fish altogether.
Watt levs are voracious, consuming at least their weight in
food every three days. The bite of a wattley contains a para¬
lytic venom. All creatures of 2 Hit Dice or fewer are automati¬
cally paralyzed if bitten bv one of these fish. Creatures of
greater Hit Dice must make a successful saving throw vs. poi¬
son or fall unconscious for 3d6 rounds, minus a number of
rounds equal to their Hit Dice. A saving throw must be made
for each bite, An entire school hunts, using their paralytic bites
to bring down large prey so all members can feed.
Unsuspecting adventurers wading through underground
rivers and streams have found themselves floating helpless in
the w ater after a single bite from these fish. Creatures not able
to breathe water often drown before the paralysis w ears off.
Watt leys mate for life, and each pair produces 111-100 eggs
every three months, with 10d4 surviving to reach maturity.
Despite the danger, wattley s are hunted by humans and
demihumans traveling underground. These hunters throw
small animals and fresh meal into water inhabited by the fish.
When the fish eat and become sated, the fishermen wade into
the water and net as many fish as possible before they flee.
The flesh of wattley s is delicious, and their organs, properly
prepared, can be used in the creation of paralytic poisons and
salves. In addition, their scales are used to decorate clothing
and jewelry. Live wattley & can be sold for 2-12 gp apiece
(depending on size and coloration) to wealthy surface dwellers
who stock the fish in ponds and indoor tanks. In captivity,
wattlevs live 2-S years, opposed to 15 years in their normal
habitat. Wattley eggs are delicacies, commanding as much as
1,600 gp per pound (roughly 800 eggs).
Wattleys' major predators include drow and duergar (who
use the fish as a source of food and poison), and lemon fish,
which prey upon the smaller schools. The fish are also prized
because of the treasure sometimes found Inside, The wattlevs
55
Fish, Subterranean
are drawn to shiny objects, and larger specimens can swallow
pearls, small gems, and other tiny valuables. The objects
become lodged inside the fish, and the fish must be gutted to
retrieve any valuables, Only one in 20 fish (1 on Id20 roll) has
swallowed some small thing of value (DMs choice).
Lemon Fish
Mamed for the bright yellow scales that cover much of their
bodies, lemon fish are among the most vicious predators in
subterranean fresh waters. They vary widely in size, with
adults ranging from 2 feet to 6 feet long. Unlike other fish, the
size of a lemon fish is not indicative of its age. The strongest of
the fish feed more often, and therefore grow to become
stronger still and vastly more dangerous.
Lemon fish are pleasing to the eye. Those looking through
the water at them have said they resemble living gold pieces,
The dorsal fin, tipped with black like all the others, resembles
that of a shark when it breaks the surface of the water. The tail
is covered with yellow and black barbs, with a thin spike
extending up to 2 feet beyond the tail, its eyes are black
saucers that close when the fish moves forward for a kill. The
damage of a lemon fish 's bite is proportionate to its size, the
largest inflicting 2-16 (2d8) points of damage with its double
rows of teeth.
Regardless of its size, the lemon fish is able to attack twice
per round: a vicious bite and a tail slap that causes points of
damage equal to the fish's Hit Dice. For example, a 7 HD
lemon fish has a tail slap that inflicts 7 points of damage each
time it hits. The damage is caused by the needlelike spike and
the barbs. Those struck by the tail must save vs, poison or suf¬
fer ld6 points of damage per round for as many subsequent
rounds as the fish has Flit Dice (an attack by a 7 HD lemon fish
causes 7 points of tail slap damage plus 7d6 points of poison
damage across 7 rounds),
Lemon fish also possess a special defense that comes into
play when the fish's body is punctured. The injured fish
instinctively releases a filmy liquid that expands into a sphere
twice the diameter of the fish's length (tf.g., a 2-foot fish creates
a 4-foot spherical area of effect). Those caught in the sphere
must save vs. poison at -4 or be stunned for ld4 rounds, often
allowing the bleeding fish to flee. If other lemon fish are swim¬
ming with the injured one, they usually attack the stunned
creature, since they are immune to their own poisons.
Lemon fish are usually solitary, and never more than three
are found together. Generally, these fish are of 7 HD or fewer
The largest of the fish always hunts alone.
The flesh of a lemon fish is tough and generally inedible,
though the organs of the fish are tasty and prized by duergar
and drow. The fish's toxicity is lost after ib death, so consum¬
ing the animal poses no threat. Lemon fish lay eggs up to four
times a year, with each yielding 100-600 eggs. Only ten ou l of
100 young survive to reach adulthood. The eggs of the lemon
fish are edible and command up to 400 gp a pound, (roughlv
600 eggs).
Iridescent Plecos
These beautiful fish are shaped similarly to barracudas, their
long, tapered bodies covered with shimmering scales; their
graceful movement along the bottoms of shallow streams and
ponds reminds onlookers of long streams of sparkling dia¬
monds. They are often found in schools of 10 to 100, though
some fishermen claim to have spotted larger schools. Their
diamondlike scales lure many humans and demihumans into
the water to catch the fish, though few of these return.
Iridescent plecos range from 6 inches to 2 feet long and can
be quite deadly. The fishes' teeth are little more than a dull
bony ridge; the bite of a pleeo inflicts no damage, regardless of
its size, as it uses its mouth to hold its prey. However, under
each piece's chin are spiked barbels: whisker like tendrils. On a
successful bite, the barbels pierce the victim's skin around the
bite, inflicting 1 hit point of damage and injecting a violent
venom. Creatures injected with pleco venom save vs. poison
with a -4 penalty. Those who are successful suffer no ill
effects, Creatures failing the save suffer a debilitating disease
that sets in within two hours. An affected character loses 1
point of Strength and Constitution each per day until death
(when one of the scores reaches 0). The disease can be cured
up to 72 hours after injection; after that time, the damage is
irreversible and fatal. Victims with the venom in their system
for more than three days literally wither away
Iridescent plecos are non-aggressive. They attack primarily
in self-defense, such as if stepped on or if a creature is trying to
catch them. Bottom feeders, the Fish scavenge rotting flesh and
plants and objects thrown into the water; they do not go after
live prey Ofttimes their food is tainted or rotten, making their
flesh inedible. Some believe this is also what causes their
venom to be so potent and virulent.
Iridescent plecos have few predators. Humans and demihu-
mans have tried to preserve their glistening, gemlike skins to
no avail; the lustre leaves the skins upon death, and the fish
itself is malodorous, The only profit gained from encountering
this fish is its eggs, from which some assassins can prepare a
debilitating poison.
56
Flar eater
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Subterranean
Very rare
Solitary
Any
Omnivorous
Average (8-10)
Nil
Neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1-4
0
15
6 to 12 (see below)
6 HD: 15
(7 HD; 13; 9 HD: 11; II HD: 9)
1
3d4
Surprise, dissolve, HD growth
Immune to heat and flame
Special
M (6' wide)
Elite (1H4)
1,400-2,400
Flareaters, some of the most deadly underground denizens,
appear to be related to green slime— they may be green slime
altered into new forms and given intelligence by magical experi¬
ments. Though actually deep emerald green, flareaters' glossy
hides seem almost black in the dark dungeons. A single flareater
rarely exceeds 6 feet across, and they are no more than three
inches thick. They are unnaturally warm to the touch, Flareaters
thrive in damp, subterranean places, where they ooze freely over
all surfaces. Intelligent, organized, methodical, and eternally
hungry they ever search for their fav orite rood source — light
Its fluid nature allows the creature to move at a surprisingly
quick rate compared to other slimes and jellies. Like running
water, it can overtake its quarry. Those who witness flareaters
say their movement is unnerving, like watching dark, evil
water flowing over stone walls.
Flareaters have no verbal language. It is believed thev com¬
municate with each other by sending pulsating ripples
through their forms.
Combat: Like green slime, flareaters can drop onto their vic¬
tims: such victims receive a -3 to surprise rolls. However,
flareaters might also follow their intended targets, running
like water along a cavern floor or ceiling while gauging their
foes' strengths and determining the best initial targets.
Flareaters adhere to flesh, and dissolve that flesh into their
own systems in 2d8 melee rounds (no saving throw). Flareaters
can eat through one inch of metal in 4 melee rounds; magical
bonuses delay this process, adding 1 round per magical plus
of the metaL They also dissolve one inch of wood in 6 melee
rounds, and one inch of leather or leather-like substances in 8
melee rounds, again adding 1 round per magical plus of the
material. Unlike green slime, flareaters cannot easily be
removed by scraping with metal, wood, or leather scrapers;
the creature will attempt to dissolve any such item, Flareaters
will flow over a victim, probing weak spots in armor or cloth¬
ing; they are smart enough to attack bare flesh first, ensuring
that other items remain for later consumption.
If a flareater's target is carrying a light source, the creature
takes a different combat tactic. The creature moves over a light
and drops down on it smothering the torch or lantern; it is not
harmed by flames. For each nonmagicaJ light source a flareater
engulfs, it gains 1 Hit Die. Flareaters also devour magical light
by moving into the area of effect, absorbing the magical light,
and cancelling its effects. Flareaters are immune to damage
from all light-, fire-, and heat-related spells, including fireballs,
Meifs minute meteor*, flame strike, and others. Cold-based spells
paralyze them for 2d 4 rounds. The following speLls aid the
creature's growth by 1 Hit Die per spell absorbed or cast at it:
dancing tights, gtitterdu$t,faerie fire, and moonbeam. Light, amtin-
ititl light , and suit ray cause it to grow by 2 Hit Dice. THACO
adjusts to the creature's current Hit Dice totals.
When the monster reaches 12 Hit Dice, it splits in two, creat¬
ing two 6 HD creatures. The division process takes 4 full
rounds; once the process begins, it cannot be halted. If the
original flareater is damaged during this time, simply divide
its total hit points between its two offspring.
Habitat/Society: Flareaters exist solely to eat and increase
their numbers. They live in damp, underground caverns,
though drawn to light for food. Some sages suspect flareaters
could evaporate with Jong exposure to full sunlight, their fluid
bodies being better suited for the damp atmosphere and dark¬
ness of the caverns.
A maximum of four flareaters might be encountered living
together. Flareaters tend to limit their numbers in one area to
ensure proper amounts of food for each individual creature.
All flareaters are asexual. They produce by division, like an
amoeba, when special conditions are met. This is explained in
the Combat section.
Ecology: Wizards have been known to hunt flareaters In the
hopes that the creatures' remains (or a live specimen) can be
used as components in spells like create darkness and shape change,
and potions that grant Immunity to fire. It is rumored that large
colonies of flareaters exist deep underground.
57
Humph
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Common
Any dark
Rare
Solitary
Night
Carnivore
Average (8—10)
Nil
Lawful good
Monastic
Any dark
Very rare
Monastic
Night
Carnivore
High f 13— J 4)
Nil (U)
Lawful good
NO. APPEARING:
2-16
4-32
ARMOR CLASS:
0 (underside 8)
0 (underside 8)
MOVEMENT:
FI 6 (D)
FI 6 <D)
HIT DICE:
2
2-5
THAC0:
19
2 HD: 19
3-4 HD; 17
5 HD: 15
NO, OF ATTACKS:
1
1
DAMAGE/ATTACK:
ld8
!d6
SPECIAL ATTACKS:
Add
Add
SPECIAL DEFENSES:
Foul smell
Foul smell, spells
MAGIC RESISTANCE:
Nil
Nil
SIZE:
T (2J diameter)
T (2' diameter)
MORALE:
Elite (13-14)
Elite (13-14)
XP VALUE:
270
Monk: 650
Prior: 975 or 1,400
Abbot: 3,000
Flumphs resemble aerial jellyfish. These odd creatures are round
and almost flat, perhaps three or four inches thick in the center,
tapering to one or two inches near the edge The body is mostly
hollow, much like a large cushion, A round orifice sits in the cen¬
ter of the upper surface, flanked by two eyestalks, each about six
inches long. Several short tentacles hang from the creature's
underside, concealing a mass of small spikes. The tentacles clos¬
est to the flumphs rim can be used for fine manipulation of small
objects, A common flumph Is pure white in color; a monastic
flumph is generally a pale yellow or green, with darker tentacles,
A flumph flies by taking in air through the hole on its upper
surface, and expelling it through several small holes on its
underside. The creature also has several small apertures along
its equator, for use in maneuvering, It usually hovers about
four to six inches above the ground. Keeping its body aloft
does not require great amounts of air, It creates a gentle breeze,
and a slight whistling sound can be heard in a quiet area.
Common flumphs cannot communicate vocally, but have a
unique sign language that makes use of their tentacles and
eyestalks. Some monastic flumphs, perhaps 10%, can speak
and understand common or another language
Combat: The flumph survives by hunting small creatures, such
as rats lizards, frogs, and the like. The flumph hovers along just
above the ground, or hangs motionless in reeds or similar con-
eealment* When it finds a small creature, it rises a foot or two,
then drops onto its prey, its spikes inflicting IdS points of dam¬
age on a successful attack. In addition, the flumph's tentacles
secrete digestive adds into the wounds; the add causes an addi¬
tional 1 d 4 points of damage each round for the next 2d4 rounds.
Once the prey is dead, the flumph settles on it and absorbs
nutrients through its tentacles, Flumphs often need to pursue
their healthier prey for a short distance before the victim dies.
The add can be washed away by complete immersion in a fast-
moving stream, or by actively washing with 2d4 gallons of
water (simple immersion or rinsing will not work).
If threatened by a larger creature, the flumph usually
attempts to drive it away by squirting a foul -smelling liquid
from an orifice on its equator, in the front. This can strike any¬
one in a 60 degree arc before the flumph, within a range of 20
feet, Any creature struck by the noxious liquid must make a
successful saving throw vs. poison or become nauseated, reel¬
ing and unable to attack for 2-5 rounds. The odor lingers for
ld4 hours, and can be detected up to 100 feet away. If this
method of repulsion fails, the flumph can rise to a height of 10
feet and drop onto an opponent, as if hunting.
A flumph is helpless if turned over,
Habitat/Society: The common flumph is a nomadic hunter,
intelligent, good-aligned, and peaceful. A flumph reproduces
about every two years by budding, producing 1 d 8 tiny
flumphs on its underside. These become independent after
about three months when they reach two inches in diameter
They grow' to adult size within a month, and live for 20 years.
Ecology: Flumphs are predators low on the food chain, feeding
on smaller creatures and clearing their area of “vermin, Flumph
flesh has a foul taste, and they are generally considered
unpalatable, though ogres and some goblinoids will eat them.
Monastic Flumph; The seldom-seen monastic flumphs are
more advanced creatures that can cast spells as if they were
clerics of levels equal to their Hit Dice, They gather in cloisters
to share knowledge and to worship deities unknow n to
humanoids. A cloister is usually in a large cavern or (in
swamps and grasslands) a large, nest-like bower constructed
of grass and mud. The inside of a cloister is decorated with
fine, colorful paintings, made by flumphs dabbing natural
pigments with their tentacles. The paintings are usually
abstract, showing spirals and other curv ed lines, though some
are vaguely representational of flumphs engaged in hunting.
Each cloister is led by an "abbot," a flumph with 5 HD. The
abbot is aided by one "prior" per six flumphs in the cloister; a
prior has 3 or 4 HD, The remainder of the flumphs are
"monks," each with 2 HD. On occasion, a small group of com¬
mon flumphs can be found near a cloister, bringing food as an
offering in return fur healing or guidance.
58
CLIMATE/TERRAIN: Swamp
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTTVITY CYCLE: .Any
DIET: Carnivore
INTELLIGENCE: Animal (1 )
TREASURE: Incidental
ALIGNMENT: Neutral
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAM AGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
I
-l (tentacles 2, tongue 6)
4 (in swamp), 5w 8
16
5
1 or 4
5d!0 (bite) or 4x ld4+4 (tentacle)
Swallow, constriction
Immune to fire, lhp/dle from elec¬
tricity {slows 1 md,), half damage
from blunt weapons
Nil
H (18' tail)
Fearless (19)
21,000
This giant amphibian horror lurks in the darkest sw amps and
dankest subterranean pools. The froghemoth's 18-footriong,
10-foot- wide body is yellow on the belly shading to a light
green on its sides and a mottled green on its back and thick,
bowed rear legs. Two tentacles sprout from each shoulder The
tentacles are 15 feet or more long, green on top and yellowish
underneath. The creature's nostrils are stalk-like, and its three
eyes are housed on a protruding, retractable appendage that
can be withdrawn. Its eyes are amber with a green tinge and
have vertical slit pupils of bright green edged with orange.
When it is submerged,, its tentacles trailing ashore and its
eye and nostril stalks at water level, it appears to be nothing
more than a plant growth of some sort.
Combat: The froghemoth prefers to float in a swampy area, or
crouch amid shielding vegetation in order to ambush prey.
The tongue is preferred i f the prey is about 10 feet away while
its tentacles are used on more distant prey. If the tongue hits
with a natural 19 or 20, the victim is immediately snapped into the
froghemoth rs mouth and swallowed whole; creatures larger than
man-size are bitten instead. Swallowed creatures take 4d4 points
of damage per round and become unconscious after two rounds,
.Any reduced to -10 hit points aro digested and gone. Any creature
swallowed and still conscious can attack with a short stabbing
weapon no longer than a dagger.
Lf the tongue hits with any other roll, the prey receives a sur¬
prise roll. If not surprised, the victim can try to grab an object,
like a tree or rope, making a normal attack roll against AC 10
for success. If no solidly anchored object can be grabbed
quickly, the prey will be drawn to the froghemoth's gaping
jaws and bitten in the same round, lf the prey holds onto
something (forfeiting any attacks), make Strength checks,
using a score of 19 for the froghemoth. The prey must both
succeed and roll higher than the froghemoth or be drawn into
the gaping mouth. Once in the mouth, the prey takes 5dl0
damage per round. Recheck Strength each round until the
froghemoth is killed or driven off, or its tongue is severed.
The tongue, when exposed, is AC 6 and can be severed by
12+ld4 points of damage. If the tongue is severed, the froghemoth
A Froghemoth
goes into a frenzy, inflicting double tentacle damage for 2-5
rounds, and then retreating to recover if it is still actively opposed.
The froghemoth can attack up to four different man-sized
opponents with its tentacles. Each tentacle inflicts ld4+4 hit
points of constriction damage. Once a creature is hit by a ten¬
tacle, the damage is taken each round, unless the tentacle is
severed or the creature spends a round pulling free and makes
a successful open doors roll. The froghemoth's tentacles are
AC 2 and are severed on taking ld4+18 points of damage.
The creature's body is Armor Class 4. Normal fire inflicts
no damage upon the froghemoth, but has a 20% chance of dri¬
ving the creature back for one round. Exceptionally hot fires
(fireball) or a burning hands spell of 10 points or better inflict
half damage, Lightning inflicts I point per die of damage and
slows the froghemoth for one round,
A froghemoth will pursue fleeing prey onto dry land, but
only for two or three rounds, then will return to its home
waters, A severed tongue or tentacle regrows in 2-5 weeks.
Habitat/Society: A froghemoth lives only in large swamps or
in shallow fresh water (100 feet or less). It can operate on dry¬
land, but it moves in a series of awkward hops at half speed.
Once every nine years, froghemoths return to their spawn¬
ing ground to mate with others of their ilk, Every pair lays 10
to 100 eggs, each about a foot long, in shallow water. The tad¬
poles are immediately left to fend for themselves.
Immature froghemoths (tadhemoths) resemble fish (2 HD;
AC 4; Dmg 2d4) with four pectoral fins (which will turn into
tentacles) and two tails (which will turn into legs). For 6
months, the creatures grows about a foot per month, then
gains about a foot every 2 months until U reaches full size. At 6
months, the tentacles start to develop. By the 10th month the
legs start to develop, and by the 12th month the tadhemoth
stage has ended. As the creature grows, its bite damage
increases (3d8, 4d8, 4dl0, etc.). Tadhemoths eat and are eaten
by each other, only 10% survive more than a few days after
hatching, and only 1% to 4% reach adult size. Barring violent
death, froghemoths are thought to live up to 100 years.
Ecology: The froghemoth is very likely the dominant predator
in its home region. Only very’ powerful creatures (like dragons
or welt-equipped adventurers) can hope to succeed against
one. Froghemoth tadpoles cannot be trained, but it may be
possible to capture one and move it someplace where it can act
as a vicious and somewhat unreliable guard animal.
59
Ghost, Casura
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE
TREASURE:
ALIGNMENT:
Ruins
Very rare
Doomed group
Any
Nil
Non- (0)
A {25% chance)
Any
NO APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO* OF ATTACKS:
DAM AG EJ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
I
0
Nit
22
5
4
3d6
Poltergeist powers
Invisibility
75%
L to G (varies)
Fearless (2D)
15,000
The casurua is an undead manifestation Lhat results from a
group suffering traumatic death. It is most likely to form
where a massacre has taken place, but could be found any¬
where a group has suffered violent death, such as a burned-
out building. The site itself acts as the focus of the casurua
(this area is rarely larger than a 60-foot radius, and is often
smaller: a room, a clearing, a glade, a pond, and so on)T
A casurua often will be invisible to normal senses. Should it
choose to appear or be detected by magical means, the observer
sees dozens of eyes floating in the air blazing with hate; with
dozens of skeletal hands readying rocks for an attack.
Combat: The casurua cannot leave :ts focus area, and thus
often, can be avoided. It has the power to create the sounds of
knocking and footsteps, w hich can be used to trick characters
into entering the focus of danger. When a casurua becomes
active, a graveyard stench fills the air.
Hie casurua attacks by flinging stones, or whatever else is
available, for 3d6 points of damage per attack. If objects less
dangerous than stones are hurled — tree branches, for exam¬
ple — the DM may lessen the damage Likewise, if more dan¬
gerous objects are hurled — such as weapons — the damage
may be increased.
Anyone encountering a casurua must save vs. paralyzation
at its first attack or flee in fear for one turn.
The casurua s 75% magic resistance makes it difficult to
damage with spells, and it is highly resistant to turning. A
priest of 9th to 1 3th level can turn one on a roll of 20, while a
14th or higher level priest can turn it on a roll of 19-20. Like
other ghosts, it takes full damage from magical weapons and
half damage from sil ver weapons.
The casurua can be permanently laid to rest after being suc¬
cessfully turned or reduced to 0 hit points. A priest of at least
9th level, using the proper rites, can try to lay its dead to rest.
Even then, it is best to dismantle the physical surroundings
{tearing down buildings, chopping down any trees, digging
up the earth, etc ). Otherwise, the casurua may become active
again after a month or so has passed.
Habital/Society: The casurua is a mindless entity. It is partly a
ghost, formed of ectoplasm, but it is a lso a type of psychic record¬
ing: the trauma of multiple deaths imprinted on the physical sur¬
roundings where the deaths occurred. Thus, there is great need to
break up the physical surroundings to quell the restless dead.
A casurua can form anywhere violent death occurs, espe¬
cially unexpected or wrongful death II is rarely found on a bat¬
tlefield, because violent death there is expected and accepted.
A casurua most often forms on a battlefield when the slain died
by treachery Casurua are most likely found on the sites of dis¬
aster, natural or otherwise. Ruins are prime habitats for casu-
raa, especially places that were razed and looted.
Ecology: While most casurua attack any intelligent life that
enters their area, some He dormant until triggered by the
approach of one of the same race, a relation, or a descendant of
the one responsible for the deaths. It is possible for the actions
of the player characters to create a casurua {for example, by
exploding a high-level fireball in a packed room); though it is
unlikely that one will manifest immediately.
Variations
For the most persistent casurua, special rites may be needed to
lay the dead to rest. Detailed knowledge nf the circumstances
of the original deaths may be required. Tasks left undone may
need to be completed and proof brought to the focus area.
Empathie or psionic powers may be involved.
Besides adjusting damage, the number of attacks and Hit
Dice of a casurua can be varied. For every 5 Hit Dice (rounded
down) the casurua has one attack. A casurua with fewer than
22 Hit Dice will have weaker powers, and its experience point
value should be reduced accordingly.
60
Ghost, Ker
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE;
TREASURE:
ALIGNMENT:
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
M AGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
Any
Very rare
Solitary or trio
Night
Carnivore
High (13-14)
Nil
Any evil
1 or 3
I
12 (FI 18 in gnat form)
9+9
II
3
ld8
Bad luck, aging, disease
+1 or better weapon to hit
Nil
M {5-6')
Fearless (20)
7,000
A ker (plural, fares) is a malignant undead spirit that seeks
revenge against the living. It looks like a horrible black-
winged humanoid with gleaming fangs and long, pointed
nails. 1 he ker wears bloodstained robes and carries a scourge,
a wickedly barbed whip.
An attack by one ker is usually a spirit of some monster or
person seeking revenge for its death. An attack by three keres
is often a retaliation visited upon characters who have become
overly bloodthirsty or greedy, The element of fate is promi¬
nent in most attacks by keres.
Combat: While an accidental encounter w ith a single ker is
conceivable, it is far more likely that the creature is stalking a
specific character. To this end, the ker can polymorph itself
Into a tiny gnat-like creature. Tilts form has a flying movement
rate of 18, but for only 6 turns. If not spotted, the ker might fol¬
low" its victim and attack when the victim is otherwise occu¬
pied (such as with another combat). A ker cannot attack in
gnat form; the transition takes a round.
A ker strikes three times per round with a barbed whip that,
in the hands of the ker, indicts Td8 points of damage. Each of
the attacks has a special effect in addition to damage; the first
attack causes fcad luck, the second causes aging, and the third
causes disease. The effects of multiple hits are cumulative,
%Bad Luck (first attack): The creature struck must success¬
fully save vs. petrification or all attack rolls and saving throws
are penalized -1 to -4 (roll ld4) for 3dl0 turns.
sleep, charm, hold person, paralysis, poison, and cold-based
attacks. Electrical damage is halved.
A ker can be turned like a ghost.
The ker will fight until reduced to 0 hit points or until it has
slain its victim and his or her companions. If victorious* the
ker will drain the blood of its victims, tear the corpses into
pieces, and devour them, even the bones. Nothing of the vic¬
tims will be left to raise or ritttamtit.
Habitat/Society: Keres may have memories from when they
were alive, and still may follow the dictates of their original
culture. For example, a hill giant returning as a ker might have
her original superstitions and mannerisms.
Sunlight does not harm keres, but they prefer to attack at
night During the day, they usually remain in some hiding
place, in gnat form.
% Aging (second attack): The creature struck must save vs.
death magic or age 10d4 years immediately
% Disease (third attack): The creature struck must save vs,
spells or be afflicted with mummy rot, Cure wound spells then
have no effect and wounds heal at 10% of the normal rate uni-
til the disease is cured . Each month the victim loses 2 points of
Charisma, and the disease is fatal in 1 to 6 months.
The following spells or attack forms have no effect on keres:
Ecology: Popular tradition identifies keres with evil spirits of
the dead. Some cultures consider these ancestral spirits, who
must be appeased by sacrifices. Entire holy days may be set
aside for such sacrifices. Such a holy festival might close with
the command: "Out of the house, ye keres/'
Otherwise, keres are attracted by extremes of bloodthirsty
actions and greed. Indeed, an attack by keres may be sent by
the gods as a warning or retribution.
61
Ghul, Great
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Desert, moun tains
Rare
Pack
Night
Scavenger
High (13-14)
C
Neutral evil
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
D AMAG E/ATTACK :
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1-3
0
18, Br 3, Cl 12
4
15
3
Id6/ld6/2d6
Magic use, shapeshifting
Spell immunities, +1 or better
weapon to hit
Nil
L (7 ^10'), sometimes M
Average (8-10)
Common: 1,400
Mage to 4th level: 2,000
Mage to 7th level: +L000/level
The great ghuls are undead elemental cousins of the genies,
the most wicked members of an inferior order of jann, They
haunt burial grounds and feed on dead human bodies. Ghub
delight in devouring the flesh of their victims and then suck¬
ing the marrow from the bones
They are usually female, and all great ghuls are beguiling
and seductive shapechangers. No matter what form they take,
however, their feet always remain those of a donkey, though
they often wrear long robes or special boots to conceal this
aberration. In their true form, great ghuls have thick hair and
bushy eyebrows that often droop over their eyes. Their hands
end Ln clawed fingers. Their pale white skin is always cold and
clammy, and they have the hunched posture of their lesser
cousins. Their jaws jut out and are powerfully muscled. Their
feet and sometimes their ears are those of a donkey.
Great ghuls are aware of how their looks repulse other crea¬
tures and are eager to disguise their true appearance with cos¬
metics, clothes, and jewelry. While most great ghuls stand
over 7 feet tall, ghul mages typically stand about 10 feet tall. In
their polymorphed form, they are often smaller.
Combat: Great ghuls attack with their claws and their power¬
ful jaws. They can only be struck by magical weapons of at
least +1 enchantment. Great ghuls can use each of the follow¬
ing spell-like abilities at will: shocking grasp, invisibility, bestow
curse (reversed remove), and polymorph self. Great ghuls take
only half damage from falls.
Ghuls suffer 2d6 points of damage from a vial of holy water,
and suffer a -I to their attack rolls in daylight. Like most
undead, great ghuls are immune to sleep f charm, hold, and cold-
based magic. They are not affected by paraiyzation or poison,
Jann slain by great ghuls become ghuls themselves; all others are
simply slain and devoured, Great ghuls are immune to the genie
binding and capturing powers of the sha'ir (desert mages).
Great ghuls can be turned as ghasts, and mage ghuls are
turned as wraiths.
Habitat/Society: About one in every <\x great ghuls is a mage
of up to 7th level of ability. Great ghuls may even become
shai'ir, thus gaining some measure of power over other genies.
Other great ghuls study spells governed by flame, sand, and
wind. Ghuls who study the magic of the sea are extremely rare.
Great ghuls live in seclusion in ruins or caves found in the
emptiest deserts or on the highest mountains. Because of their
sharp daws and incredible strength, great ghuls from the
mountains are able to climb sheer rock walls that would daunt
most mountaineers. Desert ghuls are not as adept at this, but
can dig through sand or soft stone.
Great ghuls are fond of all forms of perfume and scents,
such as attar of orange, rosewater, doves, and so on. They use
these to cover their own unpleasant smell.
Great ghul mages are solitary creatures, though other great
ghuls form packs with their siblings (if they have any).
Because great ghuls are feaied by humans and despised by
genies, they rarely keep their own form, even when at home in
their lonely caves and ruins. Shapeshif ting has become a habit
for the great ghuls, and they are excellent actors and liars.
Great ghub have many opportunities to practice these decep¬
tions when they travel among humans. Though solitary, they
grow bored easily, and this seems to motivate them to take
part in pranks and daring deeds that sometimes put them and
the secret of their true identities at considerable risk Some of
their pranks are less amusing than others: great ghub are par¬
ticularly fond of joining groups of nomads and travelers and
then leading them astray. Many of these travelers are led to
their deaths and consumed by the carrion-eating ghuls.
Ecology: Great ghuls serve the genies (when required), but "lord
it" over the ghouls, who am considered unrefined and unreliable.
Great ghuls who become shai'ir are very secretive: the other
genies resent and fear the ghuls' power over them. Such great
ghuls are often destroyed when their homes are discovered.
In genera!, all great ghuls avoid contact with other races
because violence often follows. They do sometimes help
humans and others who come to them seeking aid against
other genies, Sometimes they help humans in quests which
the great ghuls find interesting, and they do this without
expectation of reward.
62
Ghul-Kin
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Soul taker
Any land
Rare
Pack
Night
Scavenger
Exceptional
(15-16)
C
Neutral evil
Witherer
Any land
Rare
Pack
Night
Scavenger
Genius
(17-18)
C
Neutral evil
NO. APPEARING:
1-3
1-3
ARMOR CLASS:
0
0
MOVEMENT:
18, Sw 12
18, Sw 12
HIT DICE:
8
9
THACO:
13
11
NO. OF ATTACKS:
3 or 1
3 or 1
DAMAGE/ATTACK:
SPECIAL ATTACKS:
Possession
Withering touch
SPECIAL DEFENSES:
Immune to non-
+2 or better
MAGIC RESISTANCE:
wooden weapons
Nil
weapon to hit
Nil
SIZE:
M fS -lO' tall)
M CIO' tall)
MORALE:
Champion (15-16) Fanatic (17)
XP VALUE:
6,000
10,000
The ghul-kin are related to the great ghuls, and like them are
undead jarm. Unlike their cousins, ghul-kin are of two distinct
types, soultakers and witherm. While they prefer to feed on dead
human bodies, ghul-kin find no pleasure in haunting burial
grounds. They are far more social creatures than their cousins
and often interact with mortals and even Jive among them unde¬
tected for long periods of time. Their greatest desires are to rule
over a cowed mortal population, to corrupt mortals and use
them as their servants, to have a steady supply of victims whose
bodies they can devour, and to achieve enough personal power
and learn enough secrets to successfully control other genies.
like their cousins the great ghulsr ghul-kin are shapechang-
ers. They usually assume attractive, seductive shapes, though
they occasionally take on forms designed to look virtuous or
wise. They may even assume the appearance of a real person
they have seen at least once, though there is always something
not quite right about such impersonations (eyes the wrong
color, incorrectly shaped ears, etc.). If they have heard the per*
son speak, they can perform a mimicry of the voice, achieving
a close approximation.
In their true forms, both male and female ghul-kin are 8 to 10
feet tall, with long, gangly arms and legs. They have thick, tangled
hair, bone- white pock-marked skin, clawed hands, and powerful
jaws filled with sharp yellow teeth. Their eyes shine with a feral
light, and their ears are sharply pointed, Ghul-kin exude an
unpleasant odor and are rubbery and cold to the touch. They usu¬
ally take great pains to disguise both their repulsive appearance
and odor in order to move about in society undetected.
attack rolls and saving throws when in bright sunlight. Jann
slain by ghul-kin become ghul-kin themselves,
Soultakers can be turned as spectres, while witherers are
turned as vampires.
Ghul-kin are immune to the binding and capturing powers of
sha'irs (the desert mages of the Al-QSdm^ setting). AH ghul-kin
have the ability to become wizards, sha'irs, or priests, and all
can use any magical items usable by wizards or priests. Ghul-
kin take perverse delight in collecting magical itenrs capable of
doing them harm, carefully hiding them where others cannot
find them. They are always searching for genie-control devices,
Habitat/Society: Ghul-kin live wherever they find it conve¬
nient to do so. They often live in cities and even engage in
trade without their neighbors being aware of their true
natures. They prefer to live in small family units and often
form a pack with lone great ghuls. In such cases, the ghul-kin
usually occupy the positions of leadership. They disdain com¬
mon ghouls, finding them far too unrefined.
Ghul-kin enjoy fine clothing, elegant furnishings, and jew¬
elry. They appreciate art and often have their dwelling places
elaborately tiled or painted. Though they visually defer to the
dominant style of clothing worn wherever they reside, the
materials will always be the finest available and the clothing
expertly tailored. Though they have no desire for normal food,
they are fond of wine and seem to enjoy highly spiced meats
and stews. They love all scents and perfumes, from bath soaps
to sachets, and their tastes tend toward the exotic — frangipani
or frankincense — for its superiority in covering their own
unpleasant smell.
Combat; Ghul-kin attack with their daws and powerful jaws.
They can forgo these attacks in order to make a special attack
if they wish. The special attack and its results are different for
each type of ghul-kin (see below). They can use each of the fol¬
lowing spell- like abilities at will invisibility and polymorph self.
Being undead. they are immune to deep, cfcirrrt, ftofdf, and cold-
based magic and are unaffected by paralyzation or poison.
Both suffer 2d6 points of damage from holy water. They are
able to function in daylight, though they suffer a -1 to their
Ecology; Ghul-kin serve genies when forced to but try to
avoid contact with their more powerful cousins unless they
believe they have the upper hand. The chief motivations of
ghul-kin are personal power and entertainment. Being
undead, they have no limit on the time they can spend perfect¬
ing a plan or setting up an elaborate base of operations. Most
of them are accomplished actors and delight in playing a role
they have developed for years, Sooner or later, however, the
ghul becomes bored and has to reveal itself to friends and
63
Ghul-Kin
neighbors. Such revelations are often followed by a great
slaughter as the ghul-kin seeks to kill anyone who has learned
its secret. They revel in establishing cults and secret societies
where they can control mortals and lead them astray while
only marginally concealing their true natures.
Some few ghul-kin help mortals who seek them out and
flatter them or offer them genie-controlling devices. Some
have been known to repay a kindness a mortal paid to them
while they were disguised. All ghul-kin react more positively
to Lhose mortals who are both polite and respectful.
Soultaker
Soul takers are slightly smaller than witherers, rarely reaching
TO feet in height. There is an equal chance that a soultaker will
be male or female. Though they look down upon great ghuls as
being lesser cousins, soultakers are themselves subservient to
their witherer kin. Because they must often subjugate their own
desires and plans to those of their greater brethren, soul takers
are often frustrated. For this reason, they are the more vicious of
the two types of ghul-kin. They gain great satisfaction from tak¬
ing over a victim and forcing that victim to obey their every
whim They feel some of the anger, terror, and despair that their
victims experience and enjoy knowing that it is their will which
causes such misery for the poor slave. Soultakers may become
wizards or priests of up to 7th level (providing the god they
serve accepts them). They are immune to nonwooden weapons.
Soultakers have a special attack form which they can use in
lieu of making their normal attack. In order to use it, however,
the soultaker must make an attack roll at a -3 penalty If success¬
ful, the soultaker has kissed its victim on the lips, Victims who
fail a saving throw vs. spell (at a -2 penalty) are possessed by a
portion of the soultaker s essence and fail under theghul's con¬
trol. Though the victims' minds are still present in their own
bodies, they are helpless prisoners, unable to speak or make
their plight known to others. Instead, the soultaker speaks and
acts for its victims, always working to the detriment of its vic¬
tims companions, though often in cunning and subtle ways.
Once the possession has occurred, the soultaker can control
its victim at any range so long as they are both on the same
plane of existence. If the victim is a spellcaster, the soultaker
can use whatever spells the victim had memorized at the time
possession took place but cannot force its victim to relearn or
pray for new' spells. Soultakers may possess and control one
victim for every two points of Intelligence (rounded down).
The soultaker will not willingly go near a priest or mosque,
nor will anyone possessed by one. It will force the victim to
fight to prevent the possession from being broken and may
attempt to summon its possessed victim to its lair rather than
allowing him or her to be freed of its influence.
The possession may be detected by various means. First,
anv attempt to know alignment of the victim will result in a
reading of neutral evil. In addition, strangers react to the vic¬
tim with distrust and suspicion, just as though he or she were
under the effects of an evil eye. The victim may say or do evil
tilings, and his or her behavior may undergo a radical change.
He or she may even attack his or her own party without
apparent cause. A sha'ir (desert mage) of 3rd level or above
may detect that there is genie work connected with the victim;
a hakima {desert priest) of 9th level or above may tell that the
victim is possessed; any priest casting detect evil or detect charm
may learn that the victim is under the control of some evil
force.
Several spells may be used to combat the effects of the pos¬
session. A protection from evil or protection from evil , 10* radius
spell will keep the soultaker from exercising its control while
the spell is in effect. An anti-magic shell will negate the posses¬
sion if the victim is in the area of effect when the spell is cast,
and remove curse will break the possession. Dispel evil cast on
the victim will break the possession and cause 3-24 (3d 8}
points of damage to the soultaker.
Witherer
Both male and female witherers are usually taller than soultak¬
ers (averaging 10 feet in height) and more dominant. They have
greater intelligence and cunning and usually instigate long-term
grandiose plans, invariably designed to gain more power for the
witherer and to corrupt mortals into serving the ghul-kin. They
delight in showy rituals and sacrifices of both sentient creatures
and treasures. Witherers use soultakers as lieutenants in many of
their plans and often find great ghuls to use as pawns. Humans
and demihumans are allowed to serve them as semi-slaves,
becoming either shock troops or food sources as the need arises.
When thwarted, witherers retreat to plan their revenge,
sometimes taking decades to perfect their tactics before
returning to the place where they failed. However, they are
not adept at coping with premature disclosure. They will often
make poor decisions in response to the unexpected, thereby
revealing their machinations or causing their own downfall.
Male witherers are rarer and usually less ruthless than their
female counterparts. They sometimes masquerade as hermits
or reclusive mages and may be induced to help mortals if
offered a substantial enough reward or if the matter interests
them. Opportunities to act out some great dramatic role are
also effective in persuading male witherers to aid non-ghuls,
Claiming some sort of kinship is also an effective ploy if there
is the slightest evidence to back up such a claim.
All witherers can become mages (or priests of up to 9th level
provided the god they serve accepts them). They can be hit
only by +2 or better weapons, instead of their three regular
attacks, they may use a special attack: a touch that withers and
weakens the target creature w hile strengthening the witherer.
This withering touch causes Id 10 points of damage, drains 1
point of Strength^ and ages the victim 1 year. Hit points dam¬
age are temporarily added to the witherer 's hit point total.
Damage against the witherer is subtracted front these added
hit points first (if not used, the hit points remain for one hour)
A victim whose Strength falls to zero dies. If the aging pushes
the character past his or her normal lifespan, the victim dies,
Those slain by a witherer must have remove curse cast on their
bodies before they can be raised or resurrected.
Lost hit points are recovered normally or through magical
healing. Lost Strength is recovered at the rate of one point per
turn. Aging is only reversible through use of potions or other
magic that restores youth or reverses aging.
64
Giant, Half-giant (Athasian)
CLIMATE/TERRAIN:
FREQUENCY:
ORGANISATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT;
Any land
Very rare
Solitary
Any
Omnivore
Low (5-7)
J, K, or M
Varies; see below
NO. APPEARING;
i
ARMOR CLASS:
6(10)
MOVEMENT:
15
EIIT DICE:
3+12
THACO:
17
NO. OF ATTACKS:
1
DAM AGE/ ATTACK:
ld6 or by weapon +4
SPECIAL ATTACKS:
Nil
SPECIAL DEFENSES:
Nil
MAGIC RESISTANCE:
Nil
SIZE:
H (13' tali)
MORALE:
Steady (11-12)
XP VALUE:
420 Psionicist +2,
PS IONICS:
Varies
Athasian half-giants are enormous humanoids from another
world who have adapted to harsh, dry terrain. Their origin is
unclear. While it is known that the race is spawned from the
union of human and giant and the union was certainly magi¬
cal, its original purpose is unknown. Few in number, half-
giants exist as individuals and eke out what life they can.
Standing 10 to 12 feet tali, a single half-giant weighs approx¬
imately 1,600 pounds. It is an immensely powerful creature,
nearly as agile a human. Its facial features are human, but
locked into a naturally dour, even menacing, expression. Its
thick hair is often braided, especially among the females, or
kept in a single tail behind the head and down the back. Cloth¬
ing varies with occupation and climate, though leggings and
leather shoulder harnesses are common.
Half-giants speak, and most know the common tongue.
They also have their own language which, to human ears,
seems very slow and drawrn out — translations are riddled
with redundancies and seemingly unnecessary adjectives. No
matter what the tongue, the half giant's voice is pitched very
low and is sometimes difficult to understand.
Combat: Great size alone makes a half-giant a formidable war¬
rior. One can strike bare-handed for ld6 hit points of damage
or use a weapon. Any successful weapon attack receives a +4
bonus to damage because of the half-giant's great strength.
There is a 25% chance that any half-giant will have a psionic
wild talent, as decided by the DM. Half-giant psiorhri&ts are
rare, but are usually from 3rd to 6th level.
Habitat/Society: Half-giants' size and strength make them
sought after as guards and brute warriors. If enough are gath¬
ered together, they will form into a community of their own;
often adopting die culture and customs of other creatures that
live nearby. Half-giants have little cultural identity of their
own, instead clinging to customs and lifestyles that appear to
be successful for other races.
Ha If -giants are subject to rapid and often inconvenient
changes of alignment behavior This makes them hard to deal
with on any but the shortest term. When first encountered, a
half-giant's attitudes toward law and good is randomly deter¬
mined (roll ld6 twice; 1-2 lawful, 3-5 neutral, 6 chaotic; 1-2
good, 3“5 neutral, 6 evil). One of these alignments is fixed (roll
ld6; 1-3 law /chaos alignment is fixed, 4-6 good /evil alignment
is fixed). The variable alignment may change according to the
situation. If the PCs remain in contact with a half-giant and are
generally prosperous and successful, the floating alignment
may gravitate toward that of the adventurers. However, there is
no guarantee, and half-giants may make radical attitude
changes that affect the situation quickly and without warning.
All personal items such as clothes, armor, weapons, food,
etc,, cost at least double for half-giants. Transportation and
lodging are also considerably more expensive— when they are
available at all. In most areas, objects such as buildings, fumi*
ture, wagons, boats, and so on aren't made to support their
weight. Even in cities, they tend to camp outside to avoid
destroying th ings.
Ecology; A half-giant's size comes from the giant heritage,
though the marked stupidity of Athasian giants is gained as
well. The cynical nature of the Athasian giant race, however, is
tempered by the human background, which gives the Athasian
half-giant a greater interest in communication and coopera¬
tion. As a result, a half-giant is far more kind than the ty ranni¬
cal, bloodthirsty giant kin, A half-giant is naturally curious
and gentle, though that behavior can swing back and forth
with its alignment.
Half-giants are capable of reproduction. A female can give
birth to a single infant once per year; twins and triplets are
rare. A half-giant's maximum lifespan is around 220 years.
65
Golem, Burning Man
CUM ATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE;
TREASURE:
ALIGNMENT:
Any
Very rare
Solitary
Any
Nil
Semi- (2-4)
Nil
Neutral evil
NO. APPEARING;
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS;
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1
4
12
14 (60 hit points)
7
2
2d8/2dS
Keening^ cinder shower
+2 or better weapons to hit;
immune to Fire, lightning/ and illu¬
sions; regeneration
Nil
H (18' tail)
Variable (see below)
10,000
The 'burning man" is a golem that appears as a humanoid fig¬
ure made of glow mg red coals covered with white-hot cinders,
ft radiates waves of heat, and can set fire to flammable materi¬
als with a touch. When it strikes with its fists, burning cinders
shower from its body; these remain and continue to bum until
w ashed away.
Combat: This crude, unintelligent creature attacks almost
without strategy. It is best used on the battlefield where its
awesome presence can do the most good as it wades into
masses of enemy troops. Because of the heat it generates, this
construct is rarely found in a noncombat role.
The golem can use a terrible keening attack once each day
Any creature within 80 feet of the golem must save vs, breath
weapon or be affected with fear , as by the wand of fear The
golem will usually use its keening ability two rounds after a
combat starts.
When the golem attacks with its powerful fists, each sue*
cessfui strike creates a under shower that covers its opponent
with glowing cinders These cinders continue to bum for 1 hit
point of damage per round for each shower until doused with
water or earth. Unless magically protected from fire, any foe
so showered is also affected as though by a syntbo/ cf pain for
2d 10 rounds (-4 to attack rolls and -2 to Dexterity), Shower
effects are not cumulative except for damage; the maximum
Dexterity penalty is -2, but an opponent struck twice would
take 2 additional points of damage per round until doused,
A magical weapon of +2 or better enchantment is needed to
damage this construct. The golem is impervious to magical
fire* or lightning*based attacks, and illusions. The spell quench
fire (reversed 4 th level priest spell produce fire) extinguishes the
cinders and reduces the golem's Armor Class to AC 6; this
lasts one round per experience level of the caster.
The golem regenerates at the rate of one hit point each him.
When reduced to 0 hit points, each fragment of the golem win
flash into a brightly burning flame and collapse into ash. This
ash very slowly regenerates, reforming the golem completely
from as little as a mere speck unless each ash pile is mixed
with holy ivater and scattered. Regeneration from the merest
dust to full form requires a month's time. Each time it regener¬
ates there is a 1% cumulative chance it breaks free of its cre¬
ator's control.
It has no sense of self preservation; when engaged in a task
the golem's morale rating is Fearless (20). When they have
broken the control from their lords, their morale is Steady (12),
but all of their actions are based on their own desires.
Habitat/Society: Although this is a mighty creation and a
powerful servant/ extreme Care and long thought should be
taken before deciding to create one* The fiery nature of this
creation fills it with a lust to burn and destroy — even its
maker. It is compelled to obedience, but only to the letter of
the command. It seeks to pervert the spirit of any command
and is for most uses unreliable.
Ecology: This golem requires three months of construction
time by a wizard of 14th or higher level; it costs 60,000 gold
pieces. Construction is begun by fashioning a giant man¬
shaped wicker container/ which is filled with pitch. On this
form the wizard casts burning sphere, animate object., fire shield,
wish , and geas.
66
Golem, Phantom Flyer
CL [ MATE/TERRA IN :
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Any
Very rare
Solitary
Night
Nil
High (13-14)
Nil
Neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1
6
3, FI 24 (C)
11 (30 hit points)
9
7
4
2d8/2d8
See below
See below
See below
H (1SP wingspan; see below)
Fanatic (19)
$,m
This magical creation offers swift and discreet service in the
realms of the night. It can hide from prying eyes during the
day until the disappearance of the hateful light. The shadowy,
shimmering beast has a wingspan of 20 feet and two tentacles
of a similar length. In fact, when it can be seen, it appears only
as two wings, a horselike back, and two black tentacles. This
golem flies silently as swiftly as most dragons, and it can carry
two fully-equipped man-sized creatures on its back. If need
arises, the phantom flyer can lift a draft horse in its tentacles,
or it can carry messages and retrieve property or people. The
master of the golem always has a magical silver whistle with
which the golem is summoned and controlled.
Combab The phantom flyer is comfortable only in darkness;
in torchlight or less, it is 90% undetectable. During the day¬
light, the flyer must remain hidden. A shadow of any size can
conceal the phantom flyer, whether on the ground or under an
object. If noticed in this form, the flyer seems to be a particu¬
larly dark shadow. While hiding in shadows this way, it can
neither attack nor fly, but it can flow through existing shadows
at its flying rate as long as an uninterrupted path exists. Only
truesight reveals the golem in this form, but if magic is
detected for in its area, a faint dweomer is evident.
The phantom flyer has the strength of an iron golem, ft has
two tentacles, with which it can attack each round. Each tenta¬
cle inflicts 2d8 points of damage,
.Any type of frg/rt spell successfully cast onto this golem pin¬
points its position, Fire or cold-based spells do no harm. A +3
or better magical weapon is required to damage this creation,
A darkness spell cast upon the golem restores ld8 hit points of
damage; a cent in w! darkness* 2d 8+1 points.
Habitat/Society: Its rapid flight and ability to hide make the
phantom flyer an excellent carrier of messages. They also are
quite useful spies. For example, a wizard sends a phantom flyer
out to spy on an adventuring party. It hides in the shadow of a
war horse and overhears all the party's conversation during the
day. At nightfall, the wizard blows the whistle and the phantom
flyer flics back and repeats the conversation verbatim, The wiz¬
ard either can use the phantom flyer to transport himself to the
scene or tell it to go and fetch a party member to the wizard's
black tower for who knows what eldritch ends.
The flyer is controlled by whoever possesses its silver whis¬
tle, which shows a faint dweomer. If the whistle is lost, the
flyer will simply lurk in a shadow nearby until someone finds
and sounds the whistle. While so lurking, the golem takes no
action except to destroy light sources. As long as the whistle
exists, the phantom flyer is the devoted servant of its master.
Should the whistle be destroyed, the phantom flyer will fly off
to the Demiplane of Shadow.
Ecology: As an artificial construct, the phantom flyer exists
only to serve its master. Its essence comes from the Demiplane
of Shadow; it is not known what form, if any, its animating
force takes there.
This golem requires three months of construction time by a
wizard of 18th or higher level; it costs 90,000 gold pieces. The
creating wizard needs two large mirrors, enough molten silver
to fill a large chalice, the pinions of a vrock (tanar'ri), and
enough fresh spider silk to cover the pinions twice. The wiz¬
ard must set the mirrors exactly eleven paces apart, facing
each other squarely. The pinions and the silk are placed
between the mirrors, tvjth the chalice of molten silver directly
before, the wing materials. Onto this area, the wizard casts
continual darkness, Evnrd's bl/sck tentacles, forget, fly* wish , disinte¬
grate, and gm$. What will be left is the mere reflection of a crea¬
ture, the victory of imagination over solidity; that, and the
silver whistle that controls it.
67
Gulguthhydra
CLIMATE/TERR A IN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE TYPE:
ALIGNMENT:
Swamp or subterranean
Very rare
Solitary
Any
Omnivore
Low (5-7)
Nil (B)
Neutral
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HU DICE:
THACO:
NO, OF ATTACKS;
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE;
MORALE:
XP VALUE:
1
0
6
15
5
2 tentacles, 6 heads
2d6/2d6/ld8+4 (x6)
Grab, constriction
Nil
Nil
H (20')
Champion (16)
10,000
The gulguthydrae combine the worst attributes of the
gulguthras (otyughs and neo-otyughs) and hydrae, Six mis¬
shapen hydra heads perch in a circle atop the hulking body of
this hybrid, which also possesses the gulguthra's two ridged
tentacles. The beast's skin is hard, almost rock I ike, and its
dingy gray to dusky brown coloration aids it in hiding within
its chosen domains — dark swamps or caverns and dungeons.
Three squat legs provide locomotion while the two tentacles
constantly check the vicinity for edible materials. Gulguthy¬
drae smell noticeably of rot and decay.
These creatures are so rare that it is unknown if they have
any language of their own or if they are able to communicate
with other creatures at all
Combat: Gulguthydrae are always on the hunt running their
ridged tentacles over the ground and ivalls or trees, searching
for food. When such is found, the tentacles lift the foodstuffs to
the mouths of the hydrae. If the "food" resists, the tentacles
strike, each inflicting 2d6 points of damage. If the gulguthra's
attack roll is at least 4 greater than needed to hit, the prey is
grabbed, A grabbed prey can attempt a bend bars/lift gates roll
to escape every- round after the first; the prey is constricted for
Id6+ 3 points of damage per round, and is lifted toward one of
the hydra heads for consumption, A hydra head bites prey held
by a tentacle with a +4 attack bonus and inflicts ld8+4 points of
damage (this attack occurs the first round after the victim is
grabbed), Up to two heads can bite a target held in a tentacle,
and the hydra heads also can attack on their own. Thus, a
gulguthydra can attack up to eight creatures in a round (one for
each tentacle, and one per hydra head).
Habitat/Society: Little is known of how these creatures interact
with each other, Gulguthydrae consume any animal or vegetable
matter, be it living or dead, fresh or rotted. Driven by its hunger, a
gulguthydra will not pursue active prey if sufficient amounts {50
to 100 lbs,) of other, passive, foodstuffs are available.
Ecology: Gulguthydrae are perhaps the ultimate scavengers,
Solitary creatures, the gulguthydra incessantly roams its
swamp or underground domain for food to drive its massive
bulk, A ferocious opponent, a gulguthydra seldom needs to
retreat. Its slow movement rate does not contribute to speedy
withdrawals in any case.
Their method of reproduction, if any, is unknown.
68
Hakeashar
CLIMATF/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE TYPE:
ALIGNMENT:
Any
Very' rare
Solitary
Any
Magic (see below}
High (13-14)
NU
Chaotic neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAO:
NO. OF ATTACKS:
DAM AGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
M AGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
I
10
3
9
II
0
Nil
Absorbs magic
See below
See below
L (12‘ diameter sphere)
Elite (14)
2,000
A hakeashar appears as a red, misty sphere. Relatives of the
nishrnu, these weird, rare creatures are believed to be from
another plane. Within the red mists comprising the body of
the hakeashar are hundreds of grasping hands, probing eyes,
and gaping, hungry mouths.
Comb ah Hakeashar have no attacks. Fire and physical attacks
affect them normally; hits are automatic if the attacker is
enveloped by a hakeashar. Cold attacks do half damage, but
magical fire and cold cannot form within a hakeashar and do
no damage. If magical fire or cold contact the outside of a
hakeashar s body area, they deal one round of damage and
are then absorbed harmlessly by the monster, (No hit points
are gained for absorbed cold- and fire-based spells.)
Hakeashar move fearlessly and relentlessly toward sources
of magic, taking full damage from physical attacks. The
unique structure of the hakeashar and its diet of magic have
the following effects in combat:
• Mind-control spells and illusions have no effect on them.
• Damaging spells cast at a hakeashar are absorbed by it,
having no effect except to give the creature hit points equal to
the damage normally done by the spells (the exceptions are
cold* and fire-based spells, as mentioned above).
• A nondamaging spell gives a hakeashar extra hit points
equal to its spell level
• Chargeable magical items are drained of 1-4 charges on
contact with a hakeashar; if contact continues, ld4 more
charges are drained at the end of every second round.
% Nonchargeable magical items have their powers negated
while in contact with this monster, and are negated for 1-4
rounds after contact as well.
• Potions or scrolls used while in contact with a hakeashar
do not take effect until 1-4 rounds after contact is broken.
% Artifacts become no nope rational while in contact with a
hakeashar, and remain inactive for 1 round after contact ceases.
• Spellcasters of all classes lose one memorized spell, determined
randomly, at first contact with the hakeashar Thereafter, they lose
one random spell for each round they remain within the body area
of the monster (whether partially or fully). Each time a spell is lost
in this manner, the spellcaster must make a successful saving throw
vs. breath weapon or be temporarily feebleminded; see the 5th-levei
wizard spell of the same name for effects and duration.
When a hakeashar is slain, Its body dissipates, losing lumi¬
nosity and hue, seeming to sink into the ground and drift
away. Any magical items within its body area when it is slain,
or any magical weapon skying it, even if no longer in contact
with the body, receives a magical bonus of Idb additional
charges, or a second use in the case of one-shot items like
scrolls or magical arrows. Potions, memorized spells, artifacts,
and items that do not have charges are not augmented.
If a rod of absorption or a ring of spell turning is within the body
area of a hakeashar, there is a 5% chance of instantly destroying
the creature upon contact (regardless of the wishes of the owner).
The magic-absorbing and -warping capabilities of the items inter* *
act with the magical substance of the hakeashar and fully absorb
the creature. The items change color to a dusky red, but other¬
wise suffer no effect. If this doesn't occur upon contact, the items
are affected as normal by the hakeashar.
Habitat/Society: Hakeashar are not native to the Prime Material
Plane, and are suspected natives of one of the Outer Planes. On
the Prime Material Plane, they appear to be solitary creatures.
A hakeashar has the ability to give 20% of the number of
spells or charges absorbed within a turn to a person, but this is
done very unwillingly? this Is usually an action done on its
original plane in exchange for transport to the Prime Material
Plane (or vice-versa).
Ecology: Hakeashar feed on magic, and their bodies corre¬
spondingly pulse and glow as they drift about. The hakeashar
can seep through openings as small as finger-width cracks, and
they always move toward the greatest concentration of magic
within 60 feet. If a hakeashar encounters a wild magic zone, it
tends to stay within its environs due to the background magic
(unless powerful magic sources draw it out of the area).
69
Horse, Moon-horse
CLIMATE/TERR AIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Plains, meadows {elven lands)
Rare
Herd
Day
Herbivore
Average to verv (9—12)
Nil
Chaotic good
NO- APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
5-20
7
18
4
17
2
1d8/1d8
Spells
Immunity to undead powers
Nil
L
Champion (15)
270
Moon-horses, also known as teu'kelytha, are a race of highly
intelligent, magic-using horses that are unique to elven lands.
These magnificent animals vary from white to silvery-gray in
color, with manes ranging from white to black. A moon-
horse's eyes are deep and highly intelligent,, and its facial
expressions reflect a w ide variety of moods.
Moon-horses are similar in temperament to the elves whom
they serve. They roam freely, but volun tarLlv serve as elven
cavalry mounts when there is great need.
Although they do not speak elvish, they do understand it
and can respond intelligently.
Combat: Moon-horses are tough fighters, and far less flighty
than ordinary horses. Each moon-horse has the ability to cast
one magical spell per day as determined by rolling Id 10 and
referring to the table.
Moon-horses are completely im mune to special attacks by
undead creatures, including but not limited to aging, charm,
fear, level drain, paralysis, possession, poison, and Strength
loss. They still take normal damage from physical attacks,
including chilling touch (as by a shadow), and spells cast by
undead creatures.
Habital/Society: Moon-horses normally travel in herds of as
many as 20 individuals. These are mostly foals and mares, led
by a stallion. However, some moon-horses—especially young
stallions — associate voluntarily with elves, serving as com¬
panions and mounts.
The horses' association with the elves is a very old one.
Ancient legends tell of heroes who rode wise and mighty
moon-horses into battle, and of moon -horses w ho saved their
masters at the cost of their own lives. The alliance between the
two continues to this day
Ecology: Moon-horses are quite long-lived, with a lifespan of
200 years or more. However, the breed suffers from low fertil¬
ity A typical mare will bear but one or two foals during her
entire lifetime. Because of the rarity of foals among the moon-
horses, a new birth is a momentous event, celebrated by
moon-horses and elves alike.
On Toni, the last herds of moon-horses were transported to
Evermeet during the elven retreat from the mainland, and
most continue to run free through the island's forests and
meadowy, serving the riders of Queen Amlaruii as needed.
Magical Abilities of Teu'kdytha
Die Roll Spell
1 Coior Spray
2 Magic Missile
3 Shield
4
5 Wall of Fog
6 Knock
7 Ray of Enfeeblement
8 Stinking Cloud
9 Summon Swarm
10 Web
70
Human, Dragon Slayer
CLI MATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Any
Eta re
Group
Any
Omnivore
High (13)
L M, U
Any
NO. APPEARING:
2-12
ARMOR CLASS:
4 or better
MOVEMENT:
12
HIT DICE:
2+
THACO:
19 or better
NO. OF ATTACKS:
I
DAMAGE/ATTACK:
By weapon
SPECIAL ATTACKS:
See below
SPECIAL DEFENSES:
See below
MAGIC RESISTANCE:
Nil
SIZE:
M {6J to 7r tall)
MORALE:
Elite (13)
XP VALUE:
Slayer Warrior (2 HD):
270
Slayer Knight (7 HD):
5,000
Slayer Mage {5 HD):
4,000
The dragon slayer is a human warrior specially trained to bat¬
tle dragons. Some dragon slayers consider themselves to be on
a holy mission of one sort or another, while others are simply
part of an order of knights dedicated to protecting human ity
from one or more types of dragons.
A dragon stayer is easy to recognize. Warriors and priests
wear specially crafted armor designed to protect them from
the weapons of dragons — claws, teeth, and breath. The armor
often makes the slayers look like the great wy rats they battle,
with helms shaped into dragon heads, plate mail inlaid with a
pattern of scales, and spiky protrusions jutting from the shoul¬
ders, elbows, and knees. Slayer mages wear cloaks of dragon
scales with hoods fashioned from dragon skulls.
Dragon slayers speak the common language of the land
they live in, as well as the language of one group of dragons
(metallic, chromatic, or gem).
Combat: The traditional weapons of the dragon slayers
include any weapons that inflict great damage on large crea¬
tures. Favorites include the long sword, heavy and medium
horse lance, aw) pike, bardiche, bastard sword, two-handed
sword, and trident. Some slayers employ long sword +2, dragon
slayers {25%). Mages wield daggers of dragon teeth and staves
of dragon bone.
The slayers of 4th level or higher wear enchanted armor. In
battle with dragons, the armor glows and adds a protection
bonus of +1 to +5. Only warriors above 9th level who have been
true to their cause can hope to gain the highest enchantment.
Dragonslayer mages wear specially crafted cloaks that provide
a +1 protective bonus. At 5th level, a mage's cloak becomes
enchanted against dragons and provides an additional +1 pro¬
tection bonus. By 12th level the bonus can be as high as +5.
Dragon slayers are immune to the effects of dragon fear.
Warriors receive a +2 bonus to attack rolls made against all
dragons, and a +4 bonus against one type of dragon. When
fighting dragons, slayers get damage roll bonuses equal to
their levels. Because of their training, slayers save vs. breath
weapon for ha I f or no damage. Some slayers (60%) use mounts
of heroic proportions (either war horses or flying creatures).
These creatures receive the same fear immunity, attack
bonuses, and breath weapon defenses as their masters.
Dragon slayer warriors team special attacks as part of their
training, They receive one of these attacks upon reaching 1st,
4th, 8th, and 12th level.
Dazzle: This ability confuses a dragon and hinders its ability
to cast spells or use its innate powers. The slayer twirls his or
her weapon in such a way as to captivate or disorient the
dragon foe. The twirling weapon disrupts the dragon's con¬
centration, making it impossible for the dragon to gather the
merest thoughts necessary to activate a spell or innate ability
Wing Attack: Aimed at a dragon's wing muscles, this attack
is made with a -3 penalty. In addition to normal damage, this
attack keeps a dragon from flying for 1 round per point of
damage inflicted in the attack.
Breath Stun Aimed at a dragon's gullet, this attack disables
a dragon's breath weapon. It is made wdth a -4 penalty. In
addition to normal damage, the breath weapon is disabled for
1 round per point of damage inflicted.
Great Blow: This attack uses everything a slayer has and may
be aimed at any part of the body, A slayer expends hit points
and receives a -4 penalty. If successful, the dragon takes normal
damage plus loses as many hit points as the slayer expended.
Habitat/Society: The most common orders of dragon slavers
are holy knights who worship a dragon god but hate all mor¬
tal dragons, or warriors dedicated to battling evil dragons.
They study dragons intensely to learn how best to defeat
them. All travel the land, seeking their eternal foes.
Ecology: Except for theit fascination with all things draconic,
slayers are otherwise normal humans.
71
Human, Vistana
CLIMATE/TERRAIN:
FREQUENCY!
ORGANIZATION:
Acnvrry cycle:
DIET;
INTELLIGENCE;
TREASURE;
ALIGNMENT:
Any land
Very rare
Clan
Any
Omnivore
Average to Exceptional (9-16)
h K, M (A)
Neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE;
THACO:
NO* OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
5-50
6 {10)
12
1
20
1
ld6 or by weapon
Evil eye
Prognostication
Nil
M (6' tall)
Steady (11-12)
15
The Vistani (singular, Vistana) are a mysterious nomadic peo¬
ple resembling gypsies in manner, dress, and custom.
Although their origins are lost in the distant shadows of their
oral history, their legends agree that the Vistani fled the place
of their origin to escape a terrible shadowy enemy, which still
seems able to threaten them.
The Vistani are swarthy and dress in vibrant clothing; their
hair is generally black, though some are born with amber
tresses, Their eyes are black and luminous, and a few tribes
have features that suggest the Orient.
In addition to the common tongue, the Vistani have a secret
language of their own, which has special trail signs and much
in common with thieves' cant.
Combat: Many Vistani are skilled as warriors and thieves.
Spell casters are rarer and usually women* Vistani typically
arm themselves with swords, daggers, cudgels, light axes, and
similar weapons. Missile weapons are uncommon; longer dis¬
tance weapons tend to be light crossbows or slings, while
throwing daggers are popular for short ranged work.
Many Vistard have a gaze attack called the evil eye. This
focuses powerful negative emotions — hate, anger, jealousy —
□gainst a creature meeting their gaze* The attack is usable
thrice per day, and can manifest in one of five wFays. The most
common are a hold (person or monster) or a curse (though fear,
charm, and suggestion effects are not unknown). To avoid the
effect, the target creature must make a successful saving throw
vs. paralvzation. Failure against any except the curse afflicts
the creature for 2-5 rounds; failing against the hold by 4 or or
more inflicts disabling convulsions upon the victim for three
rounds. The curse effect is similar to the reverse of the 4th4evel
wizard spell remove curse. It can affect either a creature or an
item, but the curse itself must be spoken,
Habitafc/Society: The Vistani are vagabonds, wandering from
land to land, seldom pausing for more than a week in any one
place A Vistani caravan has 5 to 30 members, and is usually
an extended family. The leader is a woman, called a raunie f
and she is assisted by a man, called a captain. Caravans of 30 or
more will be led by a raunie of at least 5th level and a captain
of 4th level, while those of the greatest size will have a raunie
and captain of at least 8th and 7th level, respectively*
Non- Vistani are called giorgios. While these individuals may
be befriended or guided (or swindled), they will not be con¬
sidered part of the Vistani fellowship.
The Vistani pursue a number of occupations. All caravans
have at least some fortune tellers and entertainers, and charac¬
ters of nearly any rogue or warrior class (except paladins) may
be found among them. While the Vistani do not have clerics or
priests of an organized religion, this role is fulfilled by individ¬
uals who function as shamans, mystics, healers, or oracles.
Most of these are Vistani women.
Most Vistani live in traveling wagons* The typical wagon,
called a vardo , is small wooden caravan wagon with a high
arching roof and a door at the back. 'Ihe driver sits at the front
in an outdoor seat* Yard os are painted in vivid colors and
might even have tiny windows of tinted glass, if the owner is
prosperous. The vardo travels with a menagerie. Horses and
faithful mongrel dogs trot along side. Crates of chickens may
be strapped to the sides or beneath the wagon, and a tethered
ox or goat may bring up the rear. Sometimes a trained bear
accompanies the caravan, ready to amaze and entertain vil¬
lagers at the next stop.
The campfire is the center of Vistani family life. Each night,
the men build roaring fires and play their violins as young
women dance and recount the oral history of the family. Older
members recall important legends at these nightly gatherings.
Beyond the independent caravans, the Vistani dans are
loosely united into a number of "tribes." The tribes are further
united into three great Vistani "nations," called tasques. While
each "nation" has its own manner of dress, appearance, and
traditions, they all recognize each other as fellow Vistani. Each
nation has certain crafts and services in which its members
traditionally excel. The three distinct nations of the Vistani arc
the Kaldresh, the Boem, and the Manusa,
72
Human, Vistana
Kaldresh
The Kaldresh are "camp followers:" tinkers, smiths, animal
trainers, and healers. They pride themselves in their ability to
supply armies, trade caravans, adventurers, and others with
the proper tools needed to defeat enemies, as well as needed
healing after a battle. The Kaldresh have been known to sup-
ply both sides in a conflict, not really earing about the disputes
of non- Vistani, but more interested in making a living. Tribes
include the Kamii, Equaar, and Vatraska.
Boem
The Boem are consummate entertainers. Their camps are
rife with bards, dancers, musicians, and con men. They seem
to have the ability to turn even the most hostile audience into
an adoring crowd, and frequently a charming Boem can con¬
vince an entire village to gamble away months of savings on a
rigged game with a smile and a few' well-placed words, They
have a darker side; they also hire out as smugglers, kidnap¬
pers, and assassins, using their innate charm to circumvent
obstacles that stymie others. Like the Kaldresh, the Boem
might accept such assignments from all sides in a conflict, per¬
forming what they view as necessary, preordained tasks.
Tribes include the Naiat and the Corvara,
Marnisa
The Manusa are the rarest of the major tribes and are sel¬
dom encountered in numbers larger than a single family* They
are the most mysterious and reclusive of the Vistanj and the
ones closest to the oldest legends of the race. They are tinker*
ers in the arcane: amulets, charms, potions, and lore* Rumor
says they have the power to bend time and space to their will,
and that they know much of ancient evils and how best to
ward off or escape them, ft is believed they guard the other
Vistani from the return of their age-old enemy Tribes include
the Can jar and the Zarovan.
Ecology: The Vistani diet consists of roasted meat, goat's and
mare's milk, berries and other fruit, and strong coffees.
They are a passionate people who value their arts and their
families above all else. While they ma\ befriend or defraud
giorgios, they value their freedom, and also value honesty and
loyalty among their own. They may join others against ancient
and enduring evils if convinced the evil is a personal threat to
the Vistani, or thev may just move away. Only rarely will a
Vistani become a true servant of evil, and these are invariably
outcasts*
The Vistani earn their living in various ways, mostly
through services, minor arcana, fortune telling, and entertain¬
ing, though they have a reputation for thievery. They occa¬
sionally hire out as guides. They have a knack for guiding
parties safely to wherever they wish to go* (hi these cases the
Vistani perform exactly according to contract, not going
beyond the letter of the agreement, but not falling short of it,
either). They axe not adverse to negotiating a new' contract if
the other party wishes. They are clever, and always find ways
to honoT their agreements, even if these have been made with
conflicting sides.
Other Vistani
Unity with the caravan and tribe and their nomadic lifestyle
is so central to the Vistani character that if one breaks from the
tribe, a distinct transformation occurs in his or her personality.
These solitary Vistani include several distinct types:
Dark lings
Darkling* are Vistani who have been cast out of the fellow¬
ship for unforgivable crimes against other Vistani (such as
murder). While they appear much as other Vistani, their fea¬
tures are generally sunken and starved, and their eyes burn
with hatred. They believe the world has done them a great
wrong and nowr owes them a great debt. Thus, they take what
they feel they need, without regard for the consequences.
Darklings often lead or are found in bands of ruffians or ban¬
dits, They have no fortune telling abilities, but still possess
their evil eye ability, The death of a darkling will be sensed by
any nearby Vistani caravan; they will arrive on the scene to
give the darkling a proper Vistani burial. Without such a ser¬
vice, they darkling will rise as an undead creature to continue
extracting the payment the world owes him.
Dufckar
The dukkar is the product of a cursed union, and is fated to
be an agent of the Vistani's shadowy enemy He is a male Vis¬
tana born with the power to see into the future, and he will
commit great atrocities in his lifetime. The dukkar is a blind
spot in the Vistani ability to foresee the future, and any Vistani
precognition is unreliable or fails outright when he is involved.
Often, a dukkar will be immune to the Vistani evil eye. The
Zarovan tribe has the duty to locate and destroy any dukkar
before he reaches adulthood. If they fait the dukkar will cause
great upheaval and tragedy. Legend say that the dukkar's
dark powers will increase in strength and number as he sur¬
vives; these are unpredictable and unique to the individual.
Mortu
Vistanj who give up the nomadic life to live among settled peo¬
ples are called mortu. They soon lose their powers of foresight
and emerge as nervous, suspicious indi viduals who demand
solitude on a regular basis. Some live by faking the talents of true
Vistani, others join thieves' guilds or become adventurers* The}'
are driven by a yearning for their former Me and community, bu t
are somehow' never able to recapture it. in combat, they often
fight wildly and ruthlessly, driven by a desperate despair.
Fahtah
The reclusive fahtah, often called a witch or a hag by non-
Vistani, is a woman of the Vistani who has left her tribe to
spend her days communing with spirits. Now she cackles
gleefully at the shadows that flit past her campfire, as she
speaks in long-dead languages to spirits that only she can see.
Fahtah are loved by the spirits with which they commune, and
any attack upon one will subject the attacker to a swarm of
ncmcorporeal undead, as well as curses great in both number
and power, A fahtah often retires from Vistani life because of
some great tragedy, curse, or madness that has afflicted her or
her immediate family.
73
jellyfish, Giant (Portugese Man-o-War)
CLIMATE/TEKRAIN:
FREQUENCY:
ORGANIZATION:
Acrrvm cycle:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO, OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
Tropical ocean
Uncommon
Solitary
Diurnal
Carnivore
Non- (0)
Nil
Neutral
1-10
9
1
1 to 4
1-2 HD: 19
34 HD: 17
1
Id 10
Paralyzatton
Transparent;
Nil
S to L (2H -10')
8 to 12
1 HD: 65 3 HD: 175
2 HD; 120 4 HD: 270
Portugese men-o-war are giant jellyfish that float in warm sea
waters, trailing their deadly tentacles below, They most often
float at or just below the surface of the ocean, and often wash up
on beaches during storms. Some types are are nearly transpar¬
ent; it is 90% probable that these will be undetected unless the
creature encountering them is able to detect invisible objects.
Combat: The portugese man-o-war is a drifting hazard with
no perceptible intelligent control of its movements except an
instinctive reaction to avoid pain. Any creature touching the
tentacles takes damage from their poison and must make a
successful saving throw vs. paralyzation or be paralyzed for
several hours. Paralyzed creatures will be drawn up by the
tentacles and devoured in 3d4 turns.
Each Portugese man-o-war has 10 to 40 tentacles. Their num¬
ber and length is a function of the creature's size; for each Hit
Die, the tentacles are 10 feet long. The diameter is also a function
of Hit Dice, A 1 Hit Die portugese man-o-war is 2M feet in diam¬
eter and has 10 tentacles that are 10 feel long. A 2 Hit Dice Por¬
tugese man-o-war has a 5-foot diameter and 20 tentacles of
20-foot length, A 3 Hit Dice creature has a diameter of TA feet
and 30 tentacles of 30-foot length, and a 4 Hit Dice creature has a
diameter of 10 feet and 40 tentacles that trail downward 40 feet.
Each tentacle requires but a single hit point to sever, but this
does not damage the creature. Only hits on the creature's body
Will kill it. Severed tentacles regenerate in several days,
Habitat/Society: Adult portugese men-o-war are solitary
drifters, borne on warm ocean tides, though chance may well
bring them together in larger numbers. They are most com¬
mon in tropical shallows, and are rarely found deeper than
light can easily penetrate (about 30 to 41) feet).
Occasionally storms wash Portugese men-o-war up onto
beaches, where their tentacles become partially buried in the
sand and hard to see. This might result in a nasty surprise for a
creature walking barefoot on the sand or digging by hand. Of
course, scavengers like small crabs and sea birds make short
work of the beached jellyfish.
Ecology: Certain types of small fishes seem to be immune to
the paralytic poison and take refuge from larger predators
among the tentacles, effectively luring such predators to the
man-o-war. Some primitive tribes use the tentacles of Por¬
tugese men-o-war in crude traps, and might construct crude
scourges of short-lived effectiveness from the tentacles,
Sea Swarm
Immature portugese men-o-war are occasionally found in
great swarms in tropical seas. They are attracted to light and
vibration, and can deliver nasty4 stings to the unprotected, Being
caught in such a swarm can be dangerous. The swarm as a
whole is treated as a single creature of 2 Hit Dice; exceptionally
large gatherings can be treated as multiple swarms. Each
swarm as a whole has one attack per round, inflicting ld4
points of damage and requiring a saving throw vs, paralysis. As
such swarms move slowly and erratically, it is unlikely that a
creature will suffer more than one attack unless the swarm is
magically controlled. These jellyfish are too small to devour all
but tlie smallest creatures they paralyze; however, they will feed
on the scraps left by predators who tear apart their victims. Sea
swarms can appear as a result of aquatic monster summoning.
74
Kalin
CLIM ATE/TERR AI N:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
D AM AG EfATTAC K:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE;
XP VALUE:
Subterranean
Uncommon
Solitary or mated pair
Any
Carnivore
Semi- (2-4)
Nil
Lawful neutral
1-6
5
18, Cl 9
7
13
3
Idl0/ldl0/2d6
5u prise, grapple
NU
Nil
L (UV long)
Fanatic (18)
650
Kalin are large insectoid creatures that appear to be a mon¬
strous mix of spider and ant. Mottled brown to yellow chiti-
nous plates cover their long bodies. Oversized, glowing eyes
jut out over tremendous mandibles that look to be able to snap
a small horse in half. Its sharp-edged forward limbs can make
deadly slashing attacks, and the kalin are equally at home on
horizontal or vertical surfaces.
Combat: Each kalin can emit a sticky strand, like a spider's
web, from its abdomen in order to lower itself from a cave ceil¬
ing to the ground below . Kalin often use this ability to surprise
foes (-2 to opponents' surprise rolls). Kalin that strike from
above with surprise and hit cause double damage m the first
round of combat
A kalin attacks three times per round. Us two slashing limbs
attack like swords, causing ldlO points of damage with every
hit. Its crushing mandibles deliver 2d6 points of damage. In
addition, if the bite hits, the kalin grapples its victim and holds
it tight ^causing only Id6 points of crushing damage per
round). The next round, the grappled victim is hit automati¬
cally by both slashing limbs and the crushing attack. A grap¬
pled individual can break free of the mandibles by making a
successful open doors roll (creatures without a Strength rating
save vs. breath w eapon). If the victim doesn't break free, the
slashing and crushing attacks hit again automatically each
round, until the victim escapes or is killed,
A kalin ignores attacks made against it in favor of dealing
with a victim grappled by its mandibles However, it reduced
to less than half its total hit points, a kalin releases a grappled
creature in order to defend itself.
Habitat/Society: In the wild, kalin live in subterranean tun¬
nels and caves as nomadic, solitary predators. As they are only
slightly less aggressive than wall walkers (see Wall Walker),
only a few live in dose proximity to each other.
Mating season occurs in the late summer or fall. At this
time, a mated pair will establish a nest and prepare to lay eggs.
Kalin females lay eggs once per year, averaging 10 offspring
per season. Eggs hatch three months after being laid, and the
male remains with the eggs throughout their incubation
period. After the eggs hatch, the parents and offspring go their
separate ways. Kalin reach maturity in about six months' time
and live to be about five years old.
Ecology: Kalin compete for food and living space with wall
walkers, Kalin eat meat, hunting giant beetles, spiders, tunnel
worms, and the occasional humanoid.
Some primitive cave-dwelling cultures use the chitinous
plates of the kalin to fashion crude armor, weapons, and tools.
They rarely kill kalin for this purpose, but instead will search
the nearby tunnels for wild kalin that have expired,
Kalin Riders
Some cultures tame kalin and use them for mounts. "Tame" is
a relative term: The kalin are difficult tn handle and must usu¬
ally be separated from other mounts and each other to avoid
trouble. A special saddle and tack are necessary for the rider, if
the kalin is to be ridden up walls and across ceilings.
Kalin riders are ferocious opponents. They are trained to
fight in cooperation with their mounts; a kalin and its rider
can both attack the same foe in the same round of combat.
Trained riders also receive the kalin damage bonus when
dropping from above with surprise. Elite units may have other
bonuses due to their extremely aggressive attack style.
One such unit, the templars of New Giustenal in the Dark
Sun'- setting, has four squadrons of 25 riders, each led by an
8th level captain who is assisted by a defiler mage of at least
7th level. All riders are wild talent psionics, and are armed
with magical weapons*
75
Kholiathra
CLIMATE/TERRA IN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO. APPEARING:
.ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACQ:
NO. OF ATTACKS:
DAMAGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
Forests, elven lands
Very rare
Group
Any
Herbivore
Average (10)
Nil
Neutral good
1-6
0
FI 24 (A)
3+3
17
1
ld6
Bad luck
In Visibility
25%
M (61 tall)
Average (8)
650
The kholiathra are cunning spirits, usually unseen, who keep
watch on elven lands. They protect native elves, ward off lesser
evils that stray too dose, and avert minor accidents. Most elves
are unaware of the kholiathra's existence, but these creatures
are largely responsible for the good luck and happy existence
of elven lands. In their natural state, kholiathra are slender and
transparent humanoids with wispy, glassy outlines.
They normally shun the company of others than them*
selves, but can speak elvish and the common tongue.
Combat: Kholiathra can become completely invisible at will.
They move as easily through the air as they do on the ground,
and can Oy without effort,
A kholiathra *s main power is the ability to provide either
good or bad luck to those nearby. The presence of a kholiathra
may either add or subtract 4 (at the kholiathra's discretion) to
the roll of any individual within 20 feet. Only one roll per
round is affected, but this may include attack rolls, damage
rolls, saving throws, and reaction and ability checks.
Otherwise, kholiathra generally do not fight, preferring to
turn invisible and flee. If forced to fight, they can buffet ene¬
mies with invisible masses of force, causing ldlO points of
damage. Enemies striking at invisible kholiathra have a -4
penalty to their attack rolls.
Habitat/Society: Kholiathra tend to be found in small groups,
often in association with elven communities.
As enchanted beings, kholiathra do not require food, drink,
or other sources of mortal nourishment. They gain sustenance
from sunlight, and often gather in meadows or other sunny
areas. During these times, kholiathra are playful and carefree,
cavorting and flying about. The sight of these beautiful crea¬
tures floating gracefully through the air, dancing and pirouet¬
ting, is a sight not easily forgotten.
They are positively inclined toward elves. Kholiathra enjoy
living near elven groups or bands and using their powers to
bring luck to chosen individuals.
Ecology; Some claim that kholiathra are the spirits of departed
elves returned to serve their communities, Elven gods are said to
send kholiathra to provide luck at births or during battles. It is cer¬
tain that the island of Evermeet on Toril is under their protection.
Kholiathra are also found in numbers on the outer plane of
Arborea, serving Sehanine and other Seldarine deities.
76
Lae it i
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Laerti
Temperate dry
Rare
Tribe
Night
Omnivore
Very (It -12)
Op)
Lawful evil
Stingtail
Temperate dry
Very rare
Tribe
Night
Omnivore
Low (5-7)
0(GR,U)
Neutral evil
NO. APPEARING:
6-48
2-13
ARMOR CLASS:
5
3
MOVEMENT:
18, Br 8
14, Br 10
HIT OICE:
3+3
7
THACfc
17
13
NO. OF ATTACKS:
3
4
DAMAGE/ATTACK:
ld2 (or bv
weapon) *2/
ld6 (bite)
Id4+1 (or by
weapon) x2/
ld6+l /2d4 (tail)
SPECIAL ATTACKS:
Nil
Poison (tail)
SPECIAL DEFENSES:
Nil
Spell immunities
MAGIC RESISTANCE:
Nil
Nil
SIZE
M (7' talk 9' tail)
L(12' tall, I4r tail)
MORALE:
Champion (15)
Fanatic (18)
XP VALUE:
120
1,400
Also called tmbis, these desert-dwelling reptilian humanoids
are superficially like the lizard men of die swamplands, Laertb
tend to be brown or gray in hue, with dun or light green under*
bellies. They have yellow, egg-shaped eyes so bright that they
flash in darkness, with horizontal slit pupils. Laertis can run on
all fours or stand upright, but their tails are not prehensile.
Laertis resemble the tiny lizards of the sands; unlike lizard
men their limbs protrude from their sinuous bodies at right
angles, and they move with quick, ungainly gestures. Their
narrow skulls have sloping foreheads that end in protruding
brows and swing from side to side atop thin, awkward necks.
They touch and smell partially with their flicking tongues, and
have rough pebbly skin, with gashes for ears and noses. They
wear only leather armor, and their sexes appear identical to
human eyes.
They speak their own sharp, ehattery language.
Combat: Laertis hire themselves out as mercenaries to surface
beings or they hunt desert nomads and less intelligent crea¬
tures on their own. They use any sort of one-handed sword
they can fashion or capture, and crude crossbows (equal to
light crossbows) which they carry slung on their backs. Laertis
are quite cunning and enjoy ambushing prey. By strict rule,
they do not fight among themselves.
Laertis can readily burrow into and out of the sand, rising
silently from buried concealment to strike down foes. They can
run swiftly on all fours, their serpentine tails twitching behind
(their speed increases their effective Armor Class to 4 against
missile weapons). At will they can rise upnght on their rear legs
to fight, or leap up to 20 feet horizontally or 15 feet upwards.
The same poisons affect laertis as affect humans, except that
laertis are immune to stmgtad poison.
Habitat/Society: On the surface of desert lands, laertis are
only encountered at night They spend the day hiding from
the sun, either burrowed a few feet beneath the sand, in a
cave, or huddled in a rock crevice. Their body temperatures
prohibit them from activity in the hot sun; more than 2 to 5
turns of enforced marching or carrying in the sun will cause a
laerti to collapse.
Left to themselves, laertis dwell in tribes under the rule of a
council of elders and a war-leader. They may ally themselves
with dark nagas and other evil creatures for mutual gain, or
even adopt these into the tribe. Every laerti tribe has at least
2d8 stmgtail members. Laertis have tunnels everywhere under
the desert and often emerge by night to raid surface locales.
Ecology; Laertis eat the internal organs ("soft parts") of
humans, camels, and other prey, tearing open the bodies and
leaving the rest for the vultures. They also eat certain subter¬
ranean fungi, such as lichens, mushrooms, and myconids, and
certain taproots that enter the depths, from the surface world
above.
Stingtail
A rarer, larger variety of laerti, stingtails live peacefully with
their laerti brethren. The two species are cross- fertile, 10% of
the young being stingtails and the rest laertis. Stingtails are
less intelligent, but larger and stronger, and usually content to
follow the orders and aims of laertis, Stingtail color tends to be
brown or dark reddish-brown.
Stingtails employ the same sorts of weapons in battle; how¬
ever, their tails are prehensile and can slap for 2d4 points of
damage or wield weapons. A stingtail making a successful tall
slap can choose to release a spray of liquid poison through its
pores (at will, up to 6 times per day). This caustic, vinegar-
scented secretion causes victims to be confused for the round of
striking and the following round, and the victim must save vs.
poison or take type M poison effects (20/5, onset 1—4 minutes).
Stingtails are immune to their own poison and to all known
magics of the enchantment /charm school.
77
Leucrotta, Greater
CLIMATE/TERRAIN;
FREQUENCY:
ORG ANIZATION;
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE TYPE:
ALIGNMENT:
Any
Very rare
Solitary
Any
Omnivore
Very (11-12)
Nil (D, Qx3)
Neutral evil
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1-3
4
18, or as current form
8
13
1; see below
3d 6; see below
See below
See below
10%
M or L (variable)
Champion (15)
2,000
Greater leucrotta, also commonly called changestecds, are ugly in
looks and temperament in their base forms; like the common
leucrotta, the changesteed is 7 feet tall at the shoulder and is 9
feet in length, with the body of a stag, a badger's head, a lion's
tail, and the cloven hoofs of a goat. Whereas the leucrotta is tan
and black in coloration, the greater leucrotta is covered in gray
fur that darkens to black along its shoulders and head; its teeth
are razor-sharp and are a revolting shade of greenish-gray while
its eyes are mi Iky- white and empty of any emotion or heart
This monster can, like a regular leucrotta, imitate a range of
noises and voices (like human adults, children, or animals in pain)
to lure prey into approaching within attacking distance. With this
ability; greater leucrotta can speak common, their own language,
and at least one other language it exposed to it regularly
Combat: Changesteeds, in their base forms, attack with their
ferocious bite for 3d6 points of edged damage; once it bites
down, it can either let go and bite other foes, or it can maintain
its bite, continuing its 3d6 points of damage until It relinquishes
its hold or is killed. (Pulling free of a greater leucrotta's bite only
requires a Strength check at a -2 penalty but doing so still
inflicts damage equal to its normal bite.) If the greater leucrotta
successfully bites someone with a shield, the target must roll a
saving throw vs. crushing blow for the shield or the shield is
rendered useless, fully bitten through. Once the shield is gone,
checks are made for any armor on later successful bites
The ability' that gives the changesteed its name allows it to
alter its shape into any quadrupedal creature of size M or L
that it has observed for more than one turn. Most greater leu¬
crotta only shapechange into horses or stags, but some can
change their forms into watchdogs, griffons, hippogriffs, and
even owibears, During these shapechanges {which take one
round each), the changesteed 's base form is visible for about
15 seconds between one form and the next.
While in altered forms, the greater leucrotta appears like the
animal it imitates in all ways save one: Its teeth remain the
same (as does its bile attack THACO and damage). In all other
respects, the changesteed 's strength, speed, AC, and move¬
ment style changes to reflect the form it wears; this allows it
swifter escapes than normal, either with a horse's running
speed or a griffon's flight. . . .
Most animals do not react to the presence of greater leucrot-
tas, but cats somehow sense that something is amiss, and
actively avoid them in any form. Spells that check intelligence
or alignments (like true seeing) and psionics can detect changes-
teeds in any forms; however, few check to see that animals are
what they seem (suspecting tTouble only from people),
Habitat/Society: With the added abilities to camouflage itself
among normal creatures^ greater leucrotta can be found in
nearly any temperate areas rather than just secluded ruins. It
also works with creatures rather than just preying on them;
one most effective alliance has greater doppelgangers and
greater leucrottas wandering in the midst of a great city dis¬
guised as paladins on war horses.
Tine eating habits and lairs of changesteeds are far better than
normal leucrotta; while they still prefer freshly killed meat
changesteeds take cam to keep the charnel stench of carrion from
their breath and their lair (as it would nullify any disguise).
Ecology: With their added intelligence and shapechanging
abilities, greater leucrotta are not considered or treated as out¬
casts like the normal leucrotta. If changesteeds are flattered
and carefully swayed with sound motivations, they can
become good allies for intelligent thieves or other less-than-
noble types. Greater leucrotta only allow folk to ride them as
steeds when they feel they are equal or greater partners in any
bargains; their allies play this up often, since the monsters
seek only food (leaving the treasures to them).
Like the leucrotta, changesteed hides are useful in creating
boots of springing and striding; in addition, their shapechanging
abilities grant the hide special properties that can, with proper
preparation, duplicate those of a cloak of elvenkind. Lastly,
greater leucrotta hooves are especially sought after as heels for
boots of varied tracks , allowing w earers to create prints of dogs,
goats, horses, stags, and wolves.
78
Lich, Suel
CLJM AT E/T ER RAIN :
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Any
Very ran;
Solitary
Any
Nil
Supra -genius
P.QCAJ
Neutral evil
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAM AGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1
As host (7)
As host (12)
15+
16
1 touch + paralysis
IdlO
Death gaze (under 3 HD paralyzed
if save), paralysis touch, ignores
armor, touch destroys items
4-1 or better weapon to hit; immune
to 1st and 2nd level spells, mind-
affecting spells, and death magic
1% per Hit Die
M (S'-tf tall)
Fanatic (17-18)
10,000 +- 1,000 /level above 1 5th
These powerful wizards endure the centuries by transferring
their life fortes from one human host to the next.
The host of a Suel Uch appears as a human with coarse,
leathery’ skin and eves that glow an ominous black fire. As the
Suel lich grows in power, its skin becomes a thick hide, and
the fire in its eyes becomes more pronounced. At the host
body's venerable age, the Suel lich is little more than wrinkled
husk whose entire head is bathed in black fire. While without
a host body, the essence of the lich appears as a human
shadow of fiery black energy.
Combat: Although it normally doesn't go looking for a fight
the Suei lich revels in combat against weaker foes. Any crea¬
ture with fewer than 3 Hit Dice that gazes into the fiery eyes of
the Sue! lich must save v$. death magic at +3 or die of fright
Those who make their saves are paralyzed with terror for 1-4
turns, and are at the mercy of the evil creature. Creatures with
3 or more Hit Dice are unaffected.
The touch of a Suel- lich causes black flame to erupt from the
body of any creature touched. This attack ignores all armor;
creatures suffer IdlO points of damage upon contact, and any
item touched in this way must successfully save vs, magical
fire or be damaged. Also, any living creature touched must
make a saving throve vs. paralysis or be unable to move. The
paralysis lasts until dispelled or until 24 hours pass.
The Suel lich cm be hit only by magical weapons of +1 or bet¬
ter enchantment or by monsters with 7 or more Hit Dice, In
addition to its natural magic resistance, the Suel-lich is immune
to all mind -affecting spells, death magic, and all wizard and
clerical spells below 3rd level Because of its unique connection
with the Negative Material Plane, a Suel lich touching a crea¬
ture protected by a negative plane protection spell takes 5dI0
points of damage unless its magic resistance blocks the effect.
A Suel lich casts spells as it did before its transformation,
but its spells do not require material components.
A Suel lich is turned as a special undead.
Habitat/Society: When the empire of the Site! was destroyed
by the Rain of Colorless Fire more than a milknium ago, some
of the few creatures to survive the destruction were the Suel
liches. Several migrated from Oerth to other worlds. Some of
these liches still roam, questing for w ealth and power, while
others exist in hidden strongholds, continuing their ageless
research, Regardless of its intentions, a Suel lich always
attempts to hide its true nature. Since little knowledge (written
or oral) survived the Colorless Fire, only a handful of sages
and loremasters have even heard of such creatures.
Ecology; The Suel Itch is an unholv amalgamation of the
human body and energy from the Negative Material Plane,
Upon transformation into a Sue! lich, the essence of the wizard
is converted to negative energy that needs a human body to
inhabit. The essence of the lich ages the body at three times the
normal rate, burning it out after a short time. Each time a Suel-
lich gains a level, bums out a host, or is reduced to zero hit
points, it must find a new body.
At this time, the essence of the lich must take a host with Hit
Die or levels at least equal to the Jlch's level minus 1 5+ For
example, a 19th level Suel Uch requires the body of at least a
4th level human. If the victim is unable to resist or gives his or
her body willingly, no saving throw is allowed against the
transformation. If the victim is able to resist a saving throw
vsh death magic at -1 is allowed to resist the takeover. Failure
displaces and utterly destroys the life force of the victim; it
cannot be raised, resurrected, or even restored by a i&fefa spell If
the host body is destroyed, the lich has one hour to inhabi t
another body or its spirit disperses into nothingness, While in
this form, a dispel evil or holy word can destroy it forever.
79
Lurker, Shadow
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Subterranean
Rare
Solitary
Night
Special
Low (5-7)
Nil
Chaotic evil
NO. APPEARING:
ARMOR CLASS:
MOVEMENT;
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS;
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1
4
3, FI 9 m
5+3
15
I
2d4
Strength drain
+1 or better weapon to hit
Nil
H (20' square)
Champion (15)
1,400
Shadow lurkers appear similar in shape to normal lurkers, a
large manta-ray that skulks along ceilings and walls, though it
is less distinct or material — it is, as its name suggests, a dark
shadow in the shape of a lurker. Though its silhouette w-ouki
normally be quite effectively hidden in a shadowy dungeon,
they can be detected easily since any shadows cast by light
sources (including those of the PCs) are pulled toward the
shadow lurker, pointing out its presence by directional move¬
ment Where shadows move in the light of a flickering torch
the only nonmoving shadow is likely to be this monster.
Combat: The shadow lurker is a slow creature that waits for
its prey to come to it. When creatures are underneath or beside
it, it can attack i to 3 man-sized opponents within 20 feet. Dur¬
ing its initial attack, the area appears to be fiUed with a thick
dark mist for 1 round. When it envelops its victims, their skin
and clothing turn jet black; sages describe it Uke a thin coating
of black ink. The shadow lurker is only paper-thin, and wraps
tightly around its victims.
Those within its body take 2d4 points of damage from the
numbing cold and also lose 1*2 points of Strength per round;
victims are killed when either their Strength scores or hit point
totals reach 0. Enwrapped victims can attack the shadow lurker
from within if they had a weapon in hand and they can make a
successful bend bars/ lift gates roll to move against the mon¬
ster's constricting attack. Any attacks against the shadow lurker
from without have a chance of also damaging its engulfed vic¬
tims. Weapons attacks do full damage to one victim on a 75%
chance (roll at random if more than one character is enveloped)
as the shadow lurker can pull its own prey into the area of
attack. Area effect attacks do half damage (or quarter damage
with successful saving throws) to all enveloped victims.
A shadow lurker moves very slowly, but it can manipulate its
body to fit through any crevice It flees by flying to the nearest crack
(Uke a doorway or crack in the stone), retreating in this manner if
reduced to 30% or fewer hit points. Shadow- lurkers store the
Strength points absorbed from victims; when they absorb and store
50 or more Strength points, they split to become two creatures. As a
solitary creature, the new shadow lurker immediately leaves the
vicinity to find its own hunting grounds apart from its parent.
Shadow' lurkers are immune to all sleep, charm, or hold
spells. They are also immune to damage from cold -based
attacks. While fame fire and light do not bother the shadow
lurker beyond their normal effects, continual light spells para¬
lyze shadow' lurkers for a number ot rounds equal to the spell*
caster's level. Color spray does not affect this creature normally;
it inflicts 2d 6 points of damage to the shadow- lurker with no
effect on its trapped victims. Despite its name and abilities, the
shadow lurker cannot be turned by clerics.
Habitat/Society: Aside from brief contact after creating another
shadow lurker, these monsters shun all contact with others of
their kind. They can detect the presence of other shadow lurkers
from hundreds of yards away and will immediately leave if
they wander into the area controlled by another of their kind.
They also can sense the presence of shadows as well, and the
two hate each other fiercely always attacking if they are within
50 feet. They have no apparent goals or purpose other than to
feed and multiply. It is unsure how or even if they communi¬
cate. Given their solitary nature, it seems unlikely
Ecology: Shadow- lurkers gladly attack and slay any living
creatures and even some undead (like shadows), However,
their slow movement rate and the ease with which they are
detected makes them a risk only to the unwary.
Shadow lurkers completely destroy the physical remains of
their prey. Their victims dissolve into insubstantial shadows
and are absorbed into the linker's body, Only the victims
themselves are absorbed; all possessions are left behind. Using
a wish to restore a person's body after its absorption into a
shadow- lurker merely creates a shadow- in the form of the
departed person, and it immediately attacks.
Save for the fallen equipment of their latest victims, shadow
lurkers gather no treasure. When an area becomes too filled
with equipment from past victims, the monster leaves to find a
new location lest the remains make new prey wary.
80
Lycanthrope, Werepanther
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Tropical hills and mountains
Rare
Pride, tribe
Any
Carnivore
Very (11-12)
Nil (Q
Lawful evil
NO. APPEARING:
1-2 (2-8. lair)
ARMOR CLASS:
4
MOVEMENT:
12 (15 eat)
HIT DICE:
5+1
THACO:
15
NO. OF ATTACKS:
2 weapons (2 da-w/1 bite cat)
DAMAGE/ATTACK:
By weapon (Id3/ld3/ld6 cat)
SPECIAL ATTACKS:
Scarring (rake Id4/1d4cat)
SPECIAL DEFENSES:
Silver or +1 weapons to hit
MAGIC RESISTANCE:
Nil
SIZE:
M (5'-6' tall)
MORALE;
Elite (14)
XP VALUE:
420
Panther Lord
3,000+
Werepanthers are a rare variety of lycanthrope found mainly
in tropical mountains. The result of ancient juju rituals to
many the power and semes of a wild beast to a man, werepan-
thers serve their creator, the shaman panther lord,
Werepanthers have a panther form, a human form, and a
humanoid form. The panther form is much like a mountain
Hon, only coal-black in color. The human form is dark-skinned
and powerful, with exceptional strength and dexterity. The
principal form is the humanoid form; the face is feline, the
body is covered with black fun the amber eyes are intelligent
and piercing, and the fangs are sharp. This form is more mas¬
sive than the human form, but lithe, and the humanoid
werepanther moves with a slinking, predatory walk.
Werepafhers in humanoid form can speak, but find the
human tongye difficult; they tend to snarl. They can also com¬
municate with each other and other great cats in a feline lan¬
guage of snarls, growls, roare and coughs.
Combat: In panther form, a werepanther attacks with two
daws and a bite, if both daws hit, it makes two raking attacks
with its near claws. None of these attacks inflict lycanthropy.
in humanoid or human form, werepanthers typically carry
cruel, black maces of jet, fashioned to resemble a clawed pan¬
ther s paw (ld8 damage), a wickedly curved knife of the same
material ( ld4+l ) and, if overseeing slaves, a short, barbed whip
(scourge: td2). If a natural 20 is rolled with the scourge, the
weapon strikes the opponent's face, with a 70% chance of scar¬
ring (-1 to Charisma) and a 10% chance of blinding one eye.
The humanoid form's strength adds +1 to weapon damage.
Werepanthers can be hurt only by silver weapons or magi¬
cal w eapons of at least +1 enchantment. Silver weapons inflict
half damage, while magical weapons cause normal damage,
At death a werepanther reverts to human form.
Habitat/Society: In panther form, werepanthers conform to
the behavior of great cats. This form is taken for hunting and
recreation. They rarely take human form, except when living
among or near humans, "Hie preferred form is the humanoid
form, which they take when living in their own communities
far from men. Werepanthers in all forms tend to be proud.
arrogant, and somewhat unapproachable.
Werepanthers are deadly night hunters. They are catlike in
their habits: aloof, mysterious, dean, clever, and cruel in play¬
ing with their prey They are led by an individual of excep¬
tional power, a true lycanthrope with the abilities of a shaman
or witch doctor (see below).
Werepanthers live in isolated settlements of crude huts, sur¬
rounded by a wooden palisade If huge or gargantuan predators
frequent the area. Werepanther^ are slave-takers, and raid for
captives to do menial labor. The typical settlement will have two
to three times as many slaves as we repa others. The werepan-
thers are cruel masters. They use their scourges freely to disci¬
pline and punish their slaves, rather than as weapons of war,
Ecology: Werepanthers are meat eaters, preferring their food
uncooked and bloody. They prey upon human and humanoid
tribes in their territory and claim were jaguars, weretigers, and
wemics as bitter enemies. Strong opponents may be captured and
taken back to the settlement to become werepanthers themselves.
Panther Lord
This is the most powerful werepanther of the tribe, and the
only one whose bite transmits lycanthropy. This individual
has at least & Hit Dice and the powers of a shaman or witch
doctor as well The panther lord can command domestic cats
and great cats of mountain lion size or less. Upon the death of
the panther lord, all werepanthers of the tribe permanently
revert to their human form.
When the panther lord bites an individual, on the next full
moon, that individual goes through horrible convulsions as
the disease takes its course. The victim's face and body change
so that former associates do not recognize him. His face dark¬
ens to an timber hue, and he grows stronger and more agile.
After three hours, the victim's alignment changes to lawful
evil and he gains the powers of a werepanther.
81
Lycanthrope, Wereshark
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Any ocean
Very rare
Solitary
Any
Carnivore
Low to Exceptional (5-16)
Nil (W; see below)
Neutral evil
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE;
MORALE:
XT VALUE:
1
0
12, Sw 18
10+3
9
1 bite
5d4
Surprise, swallow
Silver or +1 weapon to hit
Nil
L {20' long)
Steady (ID
4,000
The wereshark is an avaricious hybrid of man and shark.
These huge predators destroy targe caches of fish (and fisher¬
men) and have been known to attack nearly any form of
aquatic life, including the intelligent races such as tritons, sea
elves, and mermen.
The wereshark is a huge, muscular brute when in human
form, and it takes the form of a great white shark when trans¬
formed. Cruel and arrogant in its human form, a wereshark is
even more vicious in its shark form,
Weresharks can communicate with and command ordinary
sharks (33% chance).
Combat; In human form, weresharks tend to use their inordi¬
nate strength (18 to 18/00) to savagely attack people hand-to-
hand; with an attack roll of 20, weresharks can dp an arm off
grappled opponents (those held far one round). If outnum¬
bered by more than three to one or attacked with weapons,
weresharks create distractions and quickly abandon the
encounter, fleeing toward water and transforming to shark
form for an easy getaway.
When entering combat in the water, a wereshark swims
beneath its opponent to have a clear attack on its victim's legs.
The wereshark knows its enemies will find this attack nearly
impossible to predict or defend against (surprise rolls at -6).
Wereshark bites cause 5d4 points of damage and result in a
number of severe gashes. Weresharks do not lock their jaws on
their prey but either gnaw and bite at their leisure or swallow
their prey whole.
If the attack is successful and exceeds the minimum roll to
hit by 5 or more, the wereshark engulfs its victim in its jaws
and swallows him or her whole; for example, a wereshark
needs an attack roll 5 to hit a selkie (AC 5) and can swallow it
whole with an attack roll of of U) or more. In its stomach, a
swallowed creature suffers 1 3 points of damage per round; if
armed with an edged weapon, the victim can attempt to cut
himself or herself free (attacks at cumulative -1 penalties per
round until free or dead) but the wereshark must lose more
than 50% of its hit points before the victim is free.
A wereshark is affected only by silver or enchanted
weapons. All others arc either deflected off the skin or slice
harmlessly through I he outer skin, causing a flesh wound that
heals Immediately. Attacks from within (by swallowed vic¬
tims) can be made with any edged weapons, but the difficulty
of movement within the wereshark s stomach still makes
THAC0 rolls necessary against an Armor Class of 5.
Tn human form, weresharks can breathe underwater for one
hour. If they do not get air after this time, they suffer IdlO
points of damage per round until they drown, breathe real air,
or transform into their shark forms.
Habitat/Soriety: Human weresharks are primarily solitary
creatures in either form. Occasionally, they might cooperate on
a limited basis with each other, with sahuagin, or with priests
of various evil sea gods, but these instances are quite rare,
Weresharks are, first and foremost, individualists out for their
own gain.
The wereshark ty pically has an entourage of several com¬
mon sharks, which attack in concert with the w'ereshark. In
heavily shark-infested waters, the scent of blood often brings
swarms of sharks and whips them into a feeding frenzy. Were¬
sharks, out of cruelty, often make passing attacks a l victims
simply to entice other sharks into attacking them while it waits
to collect any treasures, such as magical weapons and items.
Ecology: Weresharks in human form tend to be maimed in
some way {missing limb, eye, severe scars, or other disfigure¬
ment), though these marks are not evident when they are in
shark form. Weresharks are fiercely territorial, staking claims
on sunken ships or undersea caves and defending them to the
death. They often plunder these areas so they can use the trea¬
sures found for their own gain above the waves.
There are also persistent rumors among the sea-dwellers of
sahuagin weresharks that are treated as holy warriors and are
larger than any known human weresharks (12 Hit Dice).
82
Mammal, Giant
Name
#AP
AC
MV
HD
THAC0:
#AT
Dmg
ML
SA
XP
Badger, giant
2-5
4
6, Br 3
3
17
3
Id3/1d3/ldti
Steady
Nil
65
Beaver, giant
4-40
6
6f Sw 12
4
17
1
4d4
Average
Nil
120
Boar, giant
2-8
6
12
7
13
1
3d6
Steady
Special
650
Hyena (hyenodem)
2-8
7
12
5
15
1
3d4
Average
Nil
175
Porcupine, giant
1-2
5
6
6
15
1
2d4’
Unsteady
Shoot quills
650
Otter, giant
2-5
5
9, Sw 18
5
15
1
3d6
Average
Nil
175
Skunk, giant
1
7
9
5
15
1
ld6
Average
Musk
420
Weasel, giant
1-8
6
15
3+3
17
1
2d6
Elite
Drain blood
175
Wolverine, giant
1
4
15
4+4
15
3*
Id4+l/ld4+l/
Elite
+4 to hit
975
2d4 musk, intelligence
Badger, Gian!
These semi -intelligent burrowing mammals are typical solitary.
Their speed accounts for their high armor class rating, They are
fierce fighters and will staunchly defend their territory* If more
than one is encountered, it wifi be a mated pair (and voung).
Giant badgers are sometimes found as guard animals in gnomes
lairs (20% chance for 3 to 12 giant badgers in a lair). Giant badgers
grow to twice the size of their smaller cousins (to size M)
Beaver, Giant
These docile animals, of low to average Intelligence, are about ft feet
long when fully grown (size Ml They normally flee any attack, but
will fight fiercely if cornered or if their huge lodge is attacked. They
live in a lake created by their vast dam, and in Us center is their
lodge, a veritable cattle of mud and logs with walls not less than 5
feet thick. The entire community lives in this single dwelling, and
when the alarm is sounded (a tail slap in the water), all beavers
rush to this place to defend it and the young. For every adult, them
will be a young one. Giant beavers sometimes trade, and if corns or
other valuables are offered, they can sometimes be persuaded to
undertake the building of dam-like constructions if there is water
near the building site for them to work from, They prize highly cer¬
tain barks and tender twigs, notably birch, aspen, and willow
Boar, Giant
This large prehistoric forerunner of the wild boar has animal intel¬
ligence and is very aggressive An adult stands about 5 feet at the
shoulder If three or more are encountered, there is a 25% chance
for 1 to 4 young (2 to 6 HD, Drug ld4 3d4+T Jdft-fT, 2d4, or 3d4).
Boars and sows fight equally, and w ill fight foT \ to 4 rounds after
reaching 0 to -10 hit points, dying immediately at -11 or more hit
points-
Hyena, Giant (Hyenodon)
These prehistoric pack animals dwell on warm plains. They are
large hunter/ scavengers with very strong jaw's and are aggressive
if hungry. They have animal intelligence. Gnolls sometimes use
giant hyenas as guard animals (20% chance for 2 to 12 hyenodons
in a lair)*
Otter, Giant
These large creatures dwell in lakes and rivers- They are semi-intel-
hgem and basically non-aggressive, but if threatened or cornered
they can fight fiercely. Giant otters love to play — sliding and tag
are favorite pastimes If such play is in progress when they are
encountered, these creatures might panic horses, overturn wagons,
accidently break carts, etc, In water, similar danger exists with
regard to boats and other small craft.
If discovered in their lair (10% chance), there will always be 5
otters— 2 adults and 3 young (40%~70% grown). The parent animals
will always attack in this case. The young will defend themselves.
Porcupine, Giant
Giant porcupines are found primarily in wooded areas. They are
stupid (even for animal intelligence) and non-aggressive, but if
threatened, they are able to defend themselves with ease. These
large creatures view any approach within 30 feet as a threat. The
creature's main defense is its ability to shoot 1 to 8 quills from its
tail, up to 30 feet* each inflicting 3d4 points of damage. Also, as
the quills are 3 feet long, any attacker coming within ft feet of the
creature will suffer damage from 1 to 4 quills as a result of the
giant porcupine's defensive movements* There is no practical
limit to the number of quills available to the porcupine. The crea¬
ture can also bi te with some effect, but only in the most desperate
defense (10% chance per round of biting when the creature is
more than 50% damaged).
Skunk, Giant
Giant skunks are forest-dwelling omnivores, not adverse to raid¬
ing human camps for food. These man-sized creatures will react to
any serious threat by backing towards the foe, and if the other crea-
ture does not quickly get beyond 60 feet distant, the giant skunk
will release a spray of vile musk in a cloud 20 feel wide by 20 feet
high by ftp feet long. Any creature in the area failing a saving throw
vs* poison will be blinded for 1 to ft hours, in any event, the musk
causes the creature to retreat a full move and lose 50% of both
Strength and Dexterity due to nausea for 2 to ft turns* Further, any
creature touched by the skunk's musk will have a disgusting
stench. Other creatures wiU shun it. All doth material will rot and
become useless, including magical garb that fails a saving throw
vs. acid. Creatures and non-cloth garments and equipment must
be washed and aired for several days to be completely free of the
stench. Giant skunks have animal intelligence.
Weasel, Giant
Giant weasels hunt prey aggressively, and will attack until
destroyed. They favor woodlands, but also roam subterranean
places. They have animal intelligence and are man-sized. In addi¬
tion to its bite, the giant weasel drains blood, for on the melee
round after it successfully bites, it does nut release Us prey, but
instead sucks the blood from the victim at a rate oi 2d6 points of
damage per round.
If taken before half-grown, and carefully trained, giant weasels
can sometimes (25%) be used as hunting animate and guards.
When encountered in the lair ( 15%), there will bo 4 or more giant
weasels — 2 parents and the rest young from 10% to $0% mature,
Thu young also attack, inflicting damage appropriate to their
development.
Wolverine
Giant wolverines inhabit only colder regions. They are vicious,
destructive carnivores that kill wantonly. Bears and wolves
respect these creatures' ferocity. Their speed is partially responsi¬
ble for their high armor class, and their ferocity gives their attack
rolls a +4 bonus. An opponent to the rear can be squirted with its
disgusting musk, which acts like that of a giant skunk (see above).
A giant wolverine will purposefully destroy food or human
goods of any sort by spraying musk upon the unwanted items.
Although only semi-in tefligent in most things, the giant wolverine
is exceptionally intelligent w ith regard to hunting and combat.
83
Mammal, Herd
Name
#AF
AC
MV
HD
THAC0;
#AT
Dmg
ML
SA
XP
Bull (wild ox)
1-20
7
15
4
17
2
Id6/ld6
Average
Charge
175
Caribou
2-16
7
21
3+2
17
1
2d6(ld3/ld3)
Unsteady
Nil
120
Goat, giant
1-12
7
18
3+1
17
1
2d8
Unsteady
Charge
175
Hippopotamus
2-12
6
9/12
8
12
1
2d6 or 3d6
Average
Special
975
Llama
1-12
7
15
2
19
1
ld3
Unrell
Spit
65
Ram, giant
2-8
6
15
4
17
1
2d6
Average
Charge
175
Rhino., l-hom
1-6
6
12
8
13
1
2d4
Unsteady*
Charge
975
Rhino,, 2-hom
1-6
6
12
9
11
1
2d6
Unsteady14
Charge
1,400
Stag, wild
1-4
7
24
3
17
1(2)
2d4 (Id3/ld3)
Unsteady
Nil
65
Stag, giant
1-2
7
21
5
15
1(2)
4d4{ld4/ld4)
Average
Nil
175
* See description
Butt
This category includes wild aurochs, oxen, and yaks, Bulls are
dangerous, being aggressive and easily aroused, A typical bud
is semi-intelligent and large, standing about 5 feet at the
shoulder. If approached within 80 yards, there is a 75% chance
it will attack. A bull charging at least 30 yards inflicts 3d4 hit
points of damage, plus an additional ld4 points of trampling
damage. When a herd is present, there will be several bulls to
defend it.
Caribou
These herbivores inhabit subarctic steppes and tundra. They
are generally similar to stags, except as noted. They have ani¬
mal intelligence and are large, standing 4 to 5 feet at the shoul¬
der and weighing about 700 pounds. Herds may have up to
100 animals. They are important to tribal cultures in their
region: it takes about 12 skins to make a complete winter suit
or a kayak, 5 to 6 hides to make a sleeping roll. Their fat is
burned in oil lamps and their antlers are used for tent pegs,
tool handles, chair frames, and so on.
Goat, Giant
These reclusive herbivores dwell in hilly country. They are
semi-intelligent and stand 5 feet or more at the shoulder. If
more than 7 are encountered, the remainder will be young.
They will aggressively defend themselves against any threat.
They have one attack, a butt with two sharp horns. A giant
goat charging at least 30 yards adds +4 points of damage when
it hits. In rare cases, these animals have been tamed as steeds.
Llama
These sure-footed herbivores are used as pack animals in
some mountainous regions. They are about 4 XA feet high at the
shoulder and weigh about 300 pounds. They spit like camels
when annoyed (50% chance, blinds for ld3 rounds), and are
prone to bite. They generally refuse loads over 50 pounds.
Ram, Giant
These are giant sheep found only In hilly or mountainous
regions. They have animal intelligence and are large, standing
about 6 feet at the shoulder. A flock will consist of a ram, four
ewes, and the balance will be iambs. All full-grown specimens
will conform to the statistics. Males that charge to attack will
deliver a butt of double damage. They are not normally
aggressive, but if they believe the flock is threatened, they will
defend it to the death.
Rhinoceros
These are aggressive herbivores, found in tropical savannahs.
They are large and of animal intelligence. A few types are less
aggressive and will run away if they feel threatened, but most
will charge. A rhinoceros that fails a morale check will charge
50% of the time. Rhinoceros have poor eyesight, but good
hearing and smell If more than half the possible number are
encountered, 1 or 2 will be young.
A charging rhino inflicts double damage. It will also tram¬
ple any creature low enough for this action, attacking twice
with its forefeet and inflicting 2d4 points of damage with each
successful hit.
Hippopotamus
Hippopotomi are found in the lakes and rivers of tropical
regions. They are large creatures of animal intelligence.
Although they are herbivores, they w ill aggressively defend
their territory. A hippo bites w ith exceedingly strong jaws; a
bull will inflict 3d6 points of damage. There will be 1 to 4 bulls
in the herd, one for every 4 animals. If a boat or canoe passes
over submerged hippopotomi, there is a 50% chance that a
bull will emerge under it and tip the craft over Hippopotomi
travel underwater by running along the bottom (at a rate of
12), and can stay submerged for 15 minutes.
Stag, wild
Stags are herbivores found in temperate forests and meadow*
lands, They are the aggressive males of a herd that numbers 4
to 8 times the number of stags encountered. They are large
creatures of animal intelligence. The stags will defend the herd
against all but the most fearsome opponents, attacking with
their branching horns or lashing out with their sharp fore¬
hooves.
Giant Stag
These are simply exceptionally large stags. A typical giant stag
is 7 feet tall at the shoulder and weighs over 1,500 pounds,
84
Marl
CLIMATE/TERRA IN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Temperate or tropical swamps and
rivers
Rare
Solitary
Day
Carnivore
Average to Very (8-12)
R
Neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1-4
6
6, Sw 24
10
11
3 to 8
Id2-f4 each or by weapon +4
Constriction
Immune to charms, mental
attacks, and psionics
NO
G (40 r long)
Elite (14)
6rGG0
Marls are giant aquatic snakelike creatures with hoods like
those of cobras. Three to eight arms sprout from a marl's long
body, each about three feet long and ending in a hand like that
Of a human. These creatures are usually brown, with iwhlte
underbellies, though those that live in especially verdant
swamps often have green splotches. Their arms have the same
colors as their bodies, and are covered in fine scales.
Marls, sometimes called slime devils, can be found in the
wild, in swamps or along rivers. They are often willing to
serve as guardians or mercenaries, especially for snake-like
creatures such as yuan-ti or ophidians. A marl usually speaks
the language most common to its home region.
Combat: Marls are immensely strong and very aggressive.
They float in w ater until prey gets very dose, then attempt to
strike with surprise. There is one exception: marls become
frenzied at the sight of any type of bird, attacking without
planning, ignoring morale and attacking until all birds in sight
are dead, or until slain themselves.
Marls never attack with a bite, instead using their fists. A
marl has ld6+2 arms, each of which ends in a hand that can
make a fist, ranged along its body On occasion, marls use
weapons, usually improvised dubs, but sometimes weapons
from previous victims. Marl mercenaries are often given good
weapons by their employers. Wild marls never use missile
weapons, though they can be taught how to use them by a
patient instructor.
Marls receive a bonus of +4 damage to each of their melee
attacks, armed or unarmed, as listed above, because of their great
strength. A marl can attack several opponents at the same time, if
they are ranged along the creature's length; the marl's body is
supple enough that it can quickly whip around to bring more
arms to bear a galas t several, opponents clustered at its head.
A marl can also constrict an opponent. To do so, it must first
grab the opponent with at least one hand; this requires a normal
attack roll and causes no damage. The creature must then make
a second attack roll in the same round; if this succeeds, the marl
wraps one or more coils of its body around the victim, constrict¬
ing for hdb points of damage per round until the victim is freed
or killed. A victim can get loose by making a successful bend
bars/lift gates roll, with a -20% to normal chances. A marl can
make no other attacks in the first round of constriction, but can
thereafter use all or most of its arms to attack other opponents,
depending on where those opponents are.
Marls are immune to mental attack, including psionic
attack, as well as charm spells of all types. ESP and similar
spells are ineffective on marls,
Habitat/Society: Marls have no real culture of their own.
Though a few of them might be found in the same area, they
have little commerce with one another (except for mating).
They do not build, nor do they engage in art or crafts. Maris
Jive to hunt and to lie in the warmth of the sun.
While marls in the wild are loners, they adapt readily to
other societies. When hired as mercenaries they ate usually
paid in food and shiny trinkets. They learn rapidly; marls
adopted into other cultures sometimes exhibit strong talents
for artistic endeavors such as painting.
Marls mate in the Ute winter, producing eggs about three
months later. The eggs hatch after another five months, pro¬
ducing cobra-like snakes about two feet long. Over the next
two years, these young grow rapidly; their arms begin to grow
after about a year Marls can live for 20 years.
Ecology: Marls arc dangerous predators that feed primarily on
water birds, though mammals of human-size or smaller are
also considered prey
These creatures are said to have been created through magi¬
cal experimentation, possibly by yuan-ti, though some sages
suggest that the creatures originated on a faraway plane ot
existence, said to be a world completely devoid of magic.
85
Meenlock
CLI M ATE/TERR AIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Any subterranean
Very rare
Band
Night (any if tracking)
Omnivore
Very (11-12)
Nil
Lawful evil
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO, OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
3-5
7
9
4
17
2
Id4/ld4
Fear, paralyzation
Dimension door
Nil
T (2' tali )
Steady (11-12)
650
Meanlocks are shadow-dwelling, bipedal creatures that use
gruesome tortures to transform humans and demihumans
into monsters like themselves. T hey are seldom seen, for they
shun light. Meenlocks are squat, two feet tall, and covered in
shaggy, black fun Their bent arms end in nasty, clawed hands.
Their heads are white and hairless, with small, toothsome
mouths, flat noses, and large yellow eves devoid of pupils.
Meenlocks have a powerful telepathic ability that enables
them to send messages to any creature within 3tl(l feet. Their
speech is limited to low guttural growls.
Combat: Intelligent creatures with 4 or fewer Hit Dice that see
a meenlock collapse from fear for ld4+4 rounds (half this if a
saving throw vs, spell is successful),
Meenlocks flee bright light if they can: they use considerable
ingenuity to extinguish light sources.
In melee, meenlocks rake with their clawed hands. Each hit
inflicts id4 points of damage. Any creature struck must roll a
successful saving throw vs. paralyzation or be paralyzed for
Id6 turns. They may also use a limited dimension door , 60-foot
range, every other round. Opponents attacking a meenlock the
round it teleports suffer a -4 penalty to their attack rolls,
Meenlocks cannot use this ability while carrying a victim.
Three meenlocks are required to carry a paralyzed victim.
Any human or group of humans who open a meenlock lair
without killing the monsters or replacing the stone exactly as they
found it will be tracked and attacked that night. The tracking
meenlocks follow at a discrete distance and use their telepathic
ability to send messages to one character in the group (no saving
throw). This victim should be a paladin if one is present; if noL the
meenlocks chooses human, elf, or other demihuman in that order.
The messages convey the general impression to the victim
thal horrible monsters are in pursuit and they w ant to make
him one of them. As the day wears on the victim becomes
aware of stealthy movements all around him. Companions of
the victim probably detect nothing (meenlocks are 95% unde¬
tectable when tracking), This mental harassment continues
throughout the day. The victim loses 1 point of Dexterity, Intel¬
ligence. Strength, and Wisdom per hour from distraction.
Maximum reduction is to half the original value. In addition, a
character being harrassed by meenlocks is so distracted that
he suffers a -I penalty to his attack rolls or if he is a spellcaster
the targets of his spells gain a +2 bonus to their saving throws.
Meenlocks attack after their victim beds down for the night.
They're surprisingly quiet and are 80% likely to surprise even
watchful guards (100% against sleeping victims). The meenlocks
use their fear ability and paralysis to stun any guards then drag
away their chosen victim. Meenlocks kill guards and companions
if needed. They do not attack their victim unless absolutely nece-
sary preferring to drag him off to their lair. Once inside, after a
short hideous ceremony, the victim becomes a meenlock
Habitat/Society: Meenlocks dig their homes in desolate, rocky
forests, covering the entrance with a large flat rock (treat as a
secret door). This stone opens to a twisting vertical passageway
that winds downward for 100 feet or more to the meenlock lair.
The ceiling, floor, and vertical passageway of the entire lair are
covered by a dank, spongy moss unique to meenlock lairs.
Meenlocks use Ih as moss to climb up and down the vertical
passage. Anyone opening the lair senses powerful emanations
of evil coming from below. In addition, anyone peering into the
blackness is greeted by the smell of rotting corpses. Both of these
sensations are telepathic warnings from the meenlocks below.
The meenlocks live in a dreary chamber at the bottom of the
vertical passageway. Decorations consist of dirty sleeping furs,
a number of wicked curved knives hanging on the v^alls, and a
jumbled pile of bones.
Ecology: Meenlocks delight in transforming humans and demi¬
humans into monsters like themselves. Little is known about
the procedure but apparently it involves a reduction in the vic¬
tim's bulk followed by quick application of the meenlock moss.
A meenlock band contains a maximum of five individuals. If a
sixth human is transformed, then the band splits. The three largest
meenlocks (those with the most hit points) remain in the lair, while
the three smaller meenlocks leave to construct their own lair.
86
Mimic, Greater
CUM ATE/TERR A IN;
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Subterranean
Very rare
Solitary
Any
Carnivore
Very to High (12-14)
Nil'
Neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACD;
NO- OF ATTACKS:
DAM A GEy ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1
5 internal 12 external)
1
15 or 16
5
\
6d4
Surprise, glue
Camouflage
10%
H {1,000+ cu. ft.)
Fanatic (17)
7,000-8,000
Greater mimics are presumed to be either common mimics
that have survived tor a century or more and grown to great
size, or mimics altered by the strange magics of the dungeon
and its wizardly denizens. Like their more common cousins,
greater mimics have a hard, rock-like outer shell surrounding
a mass of soft inner organs; however, greater mimics have a
higher Intelligence and a limited magic resistance. Greater
mimics are also vastly larger, occupying 1,000 cubic feet (or
more!), and can cover whole rooms or small buildings Hke
cry pts The largest known specimen covered as much as a
30-foot by 30-foot by 30-foot area.
While common and killer mimics alter their pigmentation to
resemble starve, wood, or metals, the greater mimic can alter
its coloring and shape to Imitate a vast number of textures, col¬
ors, and shapes at once. Common mimics imitate chests and
doors; with its intelligence and augmented abilities, the
greater mimic can create entire rooms of furniture, treasure,
and tapestries A greater mimic rarely disguises itself as only a
mound of treasure, as that still offers adventurers and other
food the chance to escape; by blocking a corridor and altering
its shape to become a room with entrance doors on either side,
its prey walks directly into it and guarantees easy capture, hr
larger caverns or halls, the greater mimic shapes itself into a
burial alcove or a cave against a rocky wall. Regardless of its
exterior, the ''interior'’ disguise always has simulated treasure,
furniture, and other enticements to lure in prey
Combat: Greater mimics surprise their victims easily (-6 to
victims' surprise rolls), intelligent and patient, they wait until
an entire group is inside the "room" before attacking. Then
they release natural adhesives across all surfaces, holding their
victims fast while they attack by slamming their ''walls"
together, causing 6d4 points of damage to a 1 1 creatures
trapped inside < to unknowing adventurers, it seems like the
room implodes on them!). The greater mimic's adhesive can
be weakened by alcohol in 3 rounds. It any creatures remain
outside the mimic, it doses all its "openings" and seals its
dense outer hide (AC 2 vs. external attacks). Its internal Armor
Class is 5.
Habitat/Society: Greater mimics live in subterranean caverns.
They are almost immobile due to their great size and seldom
move at all once they have chosen a living place. They are
intelligent enough to make pacts with any groups of creatures
within the same area, and often exchange treasure (which they
cannot digest) for food. It is often worthwhile for a group of
adventurers to bribe a greater mimic rather than slay it, as it
has likely gathered a great deal of information about the sur¬
rounding area over. Adventurers can often persuade these
creatures to trade their incidental treasures and information
for food.
Ecology: Greater mimics have prodigious appetites, but can
sustain themselves on little or no food for long periods of t ime.
This is not a preferred choice, however, and the)' do not prac¬
tice conservation if a steady food supply is at hand. They are
intelligent, efficient predators.
Though common mimics were created by wizards as
guardians, the greater mimic is rarely used as such. This, quite
simply, is due to the fact that few wizards can get these crea¬
tures to obey them .
One in five greater mimics can develop a limited illusory
ability allowing it to display creatures inside the "rooms" it
simulates. These monsters can even portray intelligent crea¬
tures and pretend to speak through their mouths. Observers
need to roll under half their Intelligence to realize that the
words are actually coming from the walls around them.
87
Mold
CUM ATE/TERR AIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELUGENCE:
TREASURE:
ALIGNMENT:
Deep Mold
Subterranean
Uncommon
Patch
Any
Carnivorous
Non- (0)
Nil
Neutral
Gray Mold
Subterranean
Rare
Patch
Any
Carnivorous
Non- (0)
Nil
Neutral
Death Mold
Subterranean
Very rare
Patch
Any
Carnivorous
Animal (1)
Nil
Neutral
NO. APPEARING;
1 patch
1 patch
1-3 patches
ARMOR CLASS:
9
9
9
MOVEMENT:
0
0
3
HIT DICE:
n/a
n/a
n/a
THAC0:
n/a
n/a
n/a
NO. OF ATTACKS:
1
1
1
DAMAGE/ATTACK:
Special
Id*
ld&
SPECIAL ATTACKS:
Spores, Strength loss
Spores
Spores, paralysis
SPECIAL DEFENSES:
See below
See below
See below
MAGIC RESISTANCE:
20%
35%
Nil
SIZE:
StoL
S to L
S to L
MORALE:
n/a
n/a
n/a
XP VALUE:
35
65
175
These deadly molds a re spore-producing fungi that grow in
decaying organic materials. Like all molds, these have a fuzzy,
harmless appearance- However, they can be deadly if dis¬
turbed, and they are hard to get rid of.
A typical patch of mold covers from 30 to 60 square feet.
Patches can be found on walls, ceilings, and floors, and are
eaten by a variety of underground dwellers. Molds wither in
sunlight or dry conditions, and magics such as sunburst or s*m-
ray will kill a patch immediately
Deep Mold
More plentiful than gray mold and death mold, deep mold
appears in various shades of green and blue, Tts pleasing
appearance, coupled with its inviting fragrance, often lures
subterranean animab in for the kill.
If anything touches the mold, whether a curious finger or a
weapon, a spore cloud is released: 20 feet wide, 20 feet high,
and 30 feet deep, centered on the point of contact. Those
caught within the cloud must make a successful saving throw
vs. paralyzatdon or suffer Id 10 points of damage and lose 1
point of Strength for Id 10 rounds; those who are successful
suffer only half damage and don't lose Strength. Each patch of
deep mold can release three spore clouds a day
Deep mold is immune to all weapon attacks and has a nat¬
ural magic resistance. Magical spells that overcome the mold's
resistance have several effects. Cold-based spells stun the
mold for 3d6 rounds; during this time, no spores can be
released. Heat-based spells stun the mold for 4d4 rounds.
Add (such as Mdfs add arrow} kills the mold at the rate of 10
square feet per vial (2d4 damage), A cure disease spell kills an
entire patch without triggering the spores.
A creature infected by deep mold spores (an unsuccessful
saving throw) takes an additional IdlG points of damage per
day until dead. A cure disease spell can excise the spore infec¬
tion. Otherwise, a day of complete bed rest combined with
continuous exposure to bright sunlight prevents spore dam*
age for that day and allows natural healing to occur.
Gray Mold
This mold, which grows primarily on floors, has a fuzzy light
gray to dark gray color. Often overlooked in subterranean cav¬
erns, the mold releases its spores when it Is stepped on or
attacked. Tt can create a cloud of spores every 6 rounds.
A cloud of gray spores is 30 feet deep by 15 feet wide and 15
feet high. Living creatures caught within the cloud suffer ld6
points of damage and must make a saving throw vs. poison.
Those who do not save have inhaled ld6 spores — each causes
1 point of damage per round until either the creature is dead
or a cure disease spell kills the spores. Those killed by gray
mold spores became part of the mold, a man-si2ed creature
increasing the size of a patch by 10 square feet. The spores do
not harm non-living matter.
Gray mold is immune to weapons and to fire-based attacks.
In addition, it has a natural magic resistance. Cold-based
spells that pierce its resistance make the mold dormant for ld8
turns, while ice storm , watt of ice, and similar spells (of 4th level
or higher) kill the mold outright.
Death Mold
Death mold appears as a large mold patch colored in swirls
and spots of green, gray and brown. Those who see it often
confuse it with other types of mold. Death mold can move,
slowly inching its way along cavern floors and walls in search
of food. It often lurks on ceilings, waiting to release its cloud of
spores on victims below,
When death mold touches a victim, it releases a cloud of
spores that is 40 feet deep by 60 feet long by 60 feet wide, cen¬
tered on the point of contact. This semi-intelligent mold can
emit the cloud of its own volition, and can release a spore
cloud once a turn, up to six times a day. Those within the
cloud suffer 2d8 points of damage. In addition, those within
the cloud must make a successful saving throw vs, poison or
fall down helplessly coughing and wheezing for the next ld4
rounds. Once victims are down, the death mold moves toward
them or drops on them from its ceiling perch. Prey engulfed
by the mold takes ld8 points of poison damage each round the
mold remains in contact.
Death mold is immune to all wizard spells. Priestly cure
wound spells stun the mold for the number of rounds equal to
the number of hit points that would have been healed. Stem
poison causes the mold to lie dormant for 1 full turn. A neutral¬
ize poison or heal spell instantly kills the mold.
88
Mummy, Creature
CLIMATE/TERRA 1 N:
FREQUENCY:
ORGANIZATION;
ACTIVITY CYCLE;
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT;
Animal
Arid, arctic,
barren
Rare
Pack
Night
Omnivore
Low (5-7)
Nil (R)
Neutral evil
Monster
Arid, arctic,
barren
Very rare
Solitary
Night
None
Avg (8-10)
NO (I)
Neutral evil
NO. APPEARING;
1-8
1-4
ARMOR CLASS;
6*
3"
MOVEMENT:
12
9
HIT DICE;
+1 HD+3 hp
+2 HD +3 hp
THACO;
Varies
Varies
NO. OF ATTACKS:
By type
By type
DAMAGE/ ATTACK:
Varies +1
Varies +2
SPECIAL ATTACKS:
Fear, disease
Fear, disease,
curse, special
SPECIAL DEFENSES;
See below'
See below
MAGIC RESISTANCE:
Nil
Nil
SIZE:
S-M
Varies
MORALE:
Elite (13)
Champion (15)
XP VALUE:
Base +5 levels
Base +6 levels
Creature mummies arc undead whose bodies an? preserved, then
animated by their restless spirits. They draw their power from the
Plane of Positive Energy. Most creature mummies arc dessicated,
dried corpses presewed tram rot with spices, protective wrappings,
and an arid environment. However, some may be preserved by
baking or freezing the body, by airless interment in tar, by the use of
sal ves or alchemical baths, or by preservative magics or curses.
Ait creature mummies are fixated on a single purpose for
their existence, whether this is a haired of the living, a con¬
suming need for revenge or a mystical geas to act as a guardian
or an agent for some mission. Animal mummies are often the
minions of powerful mummies or other undead. Monster
mummies may have been created to serve as an undying
guardian of some ancient secret or treasure.
Creature mummies vary in appearance. Most are swathed
in bandages or have withered flesh dyed green, ochre, blue or
violet with an herbal or salve preservative tincture; other hues
such as black and russet may occur* Some creature mummies
may look skeletal or alive, with or without funerary wrap¬
pings. Often vital organs, such as the heart, brain, liver, or
pancreas have been removed and preserved in separate jars.
The creature may be invulnerable to destruction without the
destruction of these parts as well*
Many creature mummies have a distinctive odor due to the
preservation process. Variations on odors run from spices: cin¬
namon, ginger, saltpeter, roses, myrrh, frankincense, lye and
pomegranates, to scents of the grave, fresh earth, vegetable
rot, and decaying flesh. Occasionally mummies exude surpris¬
ing odors, such as the smell of fresh bread (yeast), wine, vine¬
gar and roast viandes.
Mummy animals can see in the dark, having infravision to
3D feet; monsters see to 60 feet* Animals may have other
heightened senses based on the type. Creature mummies are
supernatural!}' strong; the more powerful have strength rival¬
ing that of a vampire.
Only creature mummies with average intelligence or better
and a tongue and lips can speak in their native language,
though haltingly
Combat: The sight of a creature mummy is horrifying: the liv¬
ing who see one must save vs. spell or be paralyzed for ld4
rounds. More powerful creature mummies penalize the saving
throw by -1 to -4, and their aura causes fear (as the spell) or
dread (-2 penalty to all rolls)* There is strength in numbers for
the living; for every 6, each saving throw is improved by +1.
Humans have an additional +2 bonus to this saving throw,
Creature mummies attack using natural weapons— -ragged
daws, snarled teeth, tusks and hooves — inflicting bloody
wounds. The type of attack is determined by the animal or
monster the mummy is derived from* Successful natural
attacks require a saving throw vs* poison to avoid infection
with a dread disease, most commonly mummy rot . Other dis*
eases include deadeye (blindness), heart sting (cardiac disease),
deathbite (virulent poison), and palsy (involuntary muscle
spasms causing action penalties and exhaustion). Weapons
wielded by creature mummies do not transmit disease.
Cure wound spells wlU not heal a diseased creature, though
normal rest will restore 1 hit point per 10 days* Mummy rot
reduces a victim's Charisma by 2 points, and drains 1 point of
Strength and Constitution each week until fatal* Other
mummy afflictions become progressively worse if left
untreated, eventually killing the afflicted* A cure disease spell
can cure the victim*
Creature mummies may retain a special attack from their
mortal form: mummified serpents may be venomous, sphin¬
xes may have a fearsome roar, birds may fly ettereaps may
spin webs, shamans may still cast spells, and so on* But the
most diabolical ability is the innate cunning of creature mum¬
mies, since undead creatures are traditionally viewed as dull
and slow-witted.
Only magical or special weapons can harm a creature
mummy* Magical weapons inflict half damage; any special
weapons the creature is vulnerable to (one of cold iron, silver,
an arcane metal special wood, etc.} inflict only half damage.
89
Mummy, Creature
More powerful creature mummies may be immune to damage
from special weapons and suffer only half damage from magi¬
cal weapons.
Creature mummies possess many of the immunities of other
tin dead. Sleep, charm, hold, poison, paralysis and cold attacks
cause no damage. More powerful creature mummies may be
immune to a second form of elemental energy. Unlike other
undead, healing magic will rejuvenate the damaged form.
Most creature mummies are vulnerable to fire. A torch
inflicts ld3 points of damage and an oil flask causes ld8
points on the first round and 2d8 the second round. Magical
fires cause +1 per die of damage.
Creature mummies are turned by priests and paladins
according to their Hit Dice, treating bonus hit points of 4 or
more as another Hit Die. More powerful creature mummies
may cause a penalty of -1 to -4 to the turn roll, If the turn
attempt is successful 2d6 creatures are turned minus the
power of the mummy's penalty.
Holy water dissolves a creature mummy's flesh, inflicting
2J4 points of damage if thrown on the creature, though the
more powerful ones may be resistant to this damage,
Creature mummies are able to rejuvenate their damaged
form through their connection to the Positive Material Plane.
While weaker ones may be destroyed by physical damage, the
more powerful ones can reconstitute their forms even if com¬
pletely destroyed,
Habitat/Society: Creature mummies tend to either dwell on
their past or rail against the loss of their life for this unending
torment of unlife. Most remain dormant for long periods of
time, lying within their tombs until intruders invade it or
threaten their charge or mission. Then they become cunning,
unstoppable juggernauts intent on bringing down their oppo¬
nents so that they may retu rn to their rest.
The true tombs of creature mummies are hidden from grave
robbers through a series of false chambers and traps in the
heart of a crypt. Often the final resting place contains funerary
treasures and possessions from its previous life — foodstuffs,
bodies of slain comrades, tools, and riches. Often these items.
If removed without deference and a series of proper rituals
will trigger a curse that may haunt the robber unto death.
Ecology: Creature mummies may be created in a variety of
ways. Their reanimation may result from intense death throes
coupled by a will to live, invocation from dark priestly rituals, or
creation by a necromancer or some powerful undead creature.
Creature mummies rarely eat, but might consume some
substance, elixir, or energy in order to retain their vitality or
rejuvenate or repair their form. The greatest need for most of
them is to fulfill their guardianship or task.
Besides the {often cursed) treasures that they guard, a
destroyed creature mummy may provide valuable materials
in the form of its dust or ceremonial wrappings, which are
considered valuable by scholars and alchemists for concocting
restorative, regenerative, and rejuvenating salves, powders,
and other magics.
Animal Mummy
An animal mummy's statistics are determined by Its abilities
in life. Its Hit Dice are the same as those in life, plus 1 HD 4- 3
hp. Movement is its natural speed to a maximum of 12 (flying
24), depending on how well the physical form is preserved.
Armor Class is the natural armor class, but no worse than 6.
Animal mummies retain any natural abilities they had in life,
if they retain an norvskdetal form. Skeletal form mummies lose
any hiding, flight, swimming, scent and sighting abilities.
Instead, they gain an inate cunning, beyond the norm.
In combat, animal mummies retain their natural damage
plus a bonus of +1 damage due to their extraordinary strength.
Typical Animal Mummies
Base
Typical
MV
AC
Drug
Specials
Baboon
12*
6
ld4
Tool user
Bull
12
6
2db
Charge: 3d 4
Dog
12
6
2d4
Detect invisible
Eagle/hawk
1, FI 24
6
Id2/ld2/l
Dive: Dmgx2
Lizard, giant
12
5
Id8
On 20: Dmgx2
(continuous)
Snake, g. constr.
9
5
Id4/2d4
Constriction
* includes tree movement (brachiation) of 1 2
Monster Mummy
A monster mummy's statistics are determined by its abilities
in life. Add 2 HD + 3 hp to the base Hit Dice, Movement is the
monster's natural speed, to a minimum of 9. Armor Class is
monster's natural Armor Class, with a minimum of 3,
Monster mummies retain any natural abilities they pos¬
sessed in life if their form and flesh is intact. Abilities may be
lost as a result of decay or lost body parts. They may retain
one or more special abilities, and have a special ability to curse
those who profane their graves or sacred duty. Possible curses
include: blindness, insanity, phobias, geases, weaknesses and
vulnerabilities, hallucinations, debilitation, and bad luck.
Monster mummies are very strong, adding +2 to damage
caused by natural or non- missile weapon attacks.
MV
AC
Base Dmg
Specials
Beetle, g. scarab
9
3
5d4
Passage
Centaur
18
3
Id6x2/wpn
Weight control
Dragonne 15 FI 9
3
Id8x2/3d6
True seeing
Gnoll
9
3
2d4
Command undead
Manscornion
12
3
ld4+t x2/Id4
Summon horde
Sphinx 15 Fl 24
-1
2d4x2/tdl0
Resist magic
Yuan-ti
9
3
Idl0/ld6
Alter self
Special abilities
Alter self allows the mummy to change its appearance.
Command undead allows the mummy to command undead
as if a priest of a level equal to its Hit Dice.
Create undead allows the mummy to Ultimate dead as a
priest.
Elemental command grants the power over one element so
that the mummy may create an a Hack, control the element, resist
the element, and if powerful enough, summon an elemental,
Fascinate allows the mummy to stun animals, monsters or
people whose Hit Dice total equals twice the mummy's Hit
Dice or less.
Illusion allows the mummy to create illusionary sights.
Passage gives the mummy the ability to pass through solid
matter, such as stone walls or wood.
Resist magic grants a 10% to 40% magic resistance
Summon horde grants the mummy the power to summon
an horde of small creatures that incapacitate and injure foes.
Symbiosis makes the mummy a host to a slime, ooze, or
infestation of insects, rot grubs, or fungus.
Weight control allows a mummy to cross any surface, while
more powerful ones may levitate or even fly
90
Nyth
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET;
INTELLIGENCE;
TREASURE TYPE;
ALIGNMENT;
NO. APPEARING;
Any
Rare
Solitary
Any
Carnivore
High (13-14)
Nil (Any as guardian)
Lawful evil
1
ARMOR CLASS;
MOVEMENT:
HIT DICE:
THACO:
NO, OF ATTACKS:
DAMAGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES*.
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE;
i
F! 18 (A)
7
13
1
ld4
Magic missile
See below
44%
S (2 -4' diameter)
Fanatic (17)
4 mo
Often mistaken for the eerie will o' wisp, the ny th Ls a rare
predator It appears as a glowing sphere of light, which it can
alter in hue and intensity just as its more famous relative does.
Nyth speak and usually know common; they also communi¬
cate in the "flickering light" language of w ill o' wisps.
Combat Nyth fly silently about by means of natural levitation,
hunting birds, rodents, large insects, and other small creatures
they can slay. On sunny days, they often drift with the sun
behind them, unseen against the glare until they can pounce.
Nyth bite prey that they can hit, but their major weapon is a
naturally-generated magic missile f which is identical to that
created by the Ist-level wizard spell. A nyth can fire this mis¬
sile, which causes ld4+ i points of damage, every other round.
Against powerful opponents, nyth dodge to avoid attacks,
using their intelligence to discern spellcasters and magical
items, and concentrate on foiling such attacks, Nyth will also
try conversation to lead hostile beings astray into nearby pit-
falls, swamps, traps (if serving as a guardian), and the like.
Like will o' wisps, nvth are able to blank out their radiance
entirely (for 2d4 rounds at a time) in order to steal away from
an encounter or to approach their prey; during this time, the
nyth can only be seen by those who can see invisible creatures.
A nyth that fires a magic missile pulses brightly appearing and
remaining visible for the entire round.
N vth can be hit by any sort of weapon. Fire, electricity and
other raw energy discharges of any sort aid rather than harm a
nyth. The points of damage normally dealt by such attacks are
added to the nyth's hit point total; this is permanent until lost
to further attacks. Thus, nyth cannot be harmed by fireballs,
lightning holts, and similar magics. It cannot, however, absorb
magic missies; instead, it reflects them back upon the caster or
item wielder. Nyth do not heal with rest and often seek out
wayfarers" fires and forest blazes to replenish their energy and
essence in the blazes.
In addition to their natural magic resistance, the uniquely
chaotic, multilayer minds of nyth are immune to all enchant¬
ment /charm spells and like magical effects.
Habilat/Society: Nyth are almost always found as solitary, wan¬
dering hunters, without a specific territory or a lair. They do
have favorite hunting spots, and often drift in desolate areas or
ruins where their radiance will not attract the attention of toes,
Nyth have never been observed to fight will o' wisps or
each other, In the wild, they keep to themselves, reproducing
by splitting into two nyth when reaching a certain size
(absorbed up to or more than &U hit points); this spectacular
process of explosive bursts of light and discharges of tirngic
missiles in random directions (living creatures within 30 feet
subject to 1 to 3 missiles each) creates two nyth of 7 Hit Dice.
Some barbarians call nyth "wildfire"' and believe them to be
evil spirits. Most merely avoid them and are, in turn, avoided
by nyth.
The powers of the nyth make them ideal guardians, and the
swift flight, invisibility, and wary avoidance of wild nyth
make these guardians the only nyth that most folk ever see,
Nyth can get lonely, and acceptance by other creatures, and
the designation of a particular area (room, rave, crypt, cross¬
roads, etc.) as its home delights a nyth. If given clear instruc¬
tions and regular food (fire and energy, not just live prey), a
nyth will take pride in defending its home against specified
intruders; guardian nyth take on all attackers with guile and
wit, retreating only if faced with certain destruction.
Nyth can communicate telepathicaUy with most creatures
and may speak any language with which they have frequent
contact.
Ecology; Wild nyth prey on small creatures of the woodlands
and coasts, birds in particular, and go their solitary ways with¬
out altering the lands in which they dwell. No specific magical
use has yet been found for their essence, but wizards are confi¬
dent that it will prove useful in devising fire- and magic mis-
^ lie-related spells and items.
91
Ooze, Slime, Jelly — Ghaunadan
CUM ATE/TERR AIN;
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET;
INTELLIGENCE:
TREASURE TYPE:
ALIGNMENT:
Subterranean
Rare
Solitary
Any
Carnivore
Very to High (12-1.4)
J(B)
Chaotic evil
NO, APPEARINGS
ARMOR CLASS:
MOVEMENT:
HIT DICE;
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK;
SPECIAL ATTACKS:
SPECIAL DEFENSES;
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1-4
1
12
5
15
2
3d4
Paralysis, friends gaze
Half damage from, blunt weapons,
disarming
Nil
M (5^)
Fanatic (17)
4,000
These vile, intelligent beasts are the loyal servants of Ghau-
nadaur, the god of oozes, slimes, and jellies, Ghaunadan are
intelligent oozes that have full control of their semiliquid bod*
ies. Ghaunadan can move, at half their normal movement rate,
through small cracks, gratings, or even under doors. These
creatures move at that same rate on walls and ceilings.
Further, a ghaunadan can control its body and change forms
(for up to 15 hours at a time) to that of a humanoid creature;
most appear as human males, but there are one or two
rumored to have female draw forms, A ghaunadan requires
one full round to assume or drop its humanoid shape, and,
when in humanoid shape, it favors the colors and styles also
worn by Ghaunadaur's priests; copper, amber, flame-orange,
russet, plum, purple, lilac, and lavender.
Combat: In ooze form, a ghaunadan lashes out with two
pseudopods, each successful attack inflicting 3d4 points of
damage. Victims of this attack are struck with the ghau¬
nadan 's paralytic slime; each must save vs. paralysis at a -2
bonus or be paralyzed for 2d6 turns. Also, a ghaunadan 's
semiliquid body is resistant to bludgeoning blows (half dam¬
age from such attacks). In its ooze form, a ghaunadan can
forego all physical attacks in a round and choose to mold itself
around an opponent" s weapon; when a successful attack hits
the ghaunadan, the weapon sinks into its mass, but the ghau¬
nadan firms its skin around the weapon, trapping it like a fly
in amber. Characters need to make a bend bars/ lift gates roll
to free their weapons, or abandon them inside the ghaunadan.
The ghaunadan "s humanoid form is a unique individual
that is always pleasant to those beholding it (Charisma 15 or
greater). If a humanoid ghaunadan looks into someone's eyes,
its gaze has an effect identical to a friends spell that lasts as long
as the ghaunadan remains visible to its targets. If the ghau¬
nadan leaves the area, or assumes its true form, the friends
effect ends immediately Note that a ghaunadan cannot form
clothing, armor, or weapons from itself. Such Items must be
obtained from other sources. Victims of the ghaunadan are
common targets for a creature seeking such items. A ghau¬
nadan in humanoid form can attack with its pseudopods
(stretching its arms and hands into blobs), but may choose not
to reveal its true nature by doing so. In this case, a ghaunadan
will make use of any available and appropriate weapons.
Habitat/Society: Ghaunadan live in any subterranean area
where prey is accessible. They tend to live alone, though they
often reside near (and lead) other dime* or ooze*based creatures,
Ghaunadan also actively serve their god. Groups of ghau¬
nadan can be found in areas w*here foes of Ghaunadaur are
active.
Ecology: Ghaunadan hunt by roaming the area where they
live, be it cave, city, tunnel, or dungeon, until they spy prey or
intruders* Ghaunadan then take humanoid form (to draw
intended victims closer) or hide in ooze form until prey are
within range of its melee attack, Ghaunadan cannot consume
inorganic items such as armor, rings, or metallic weapons.
Unless the ghaunadan makes use of these items in its human¬
oid form, these things are generally left where they were
dropped by the ghaumdan's victim.
92
Palimpsest
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Temperate /urban (City /library)
Very rare
None
Any
Life energy
Semi-
Nil
Neutral
NO. APPEARING:
1
ARMOR CLASS:
10
MOVEMENT:
3
HIT DICE:
1 to 10
THACO:
Varies
NO. OF ATTACKS:
i
DAMAGE/ATTACK:
ld3
SPECIAL ATTACKS:
Absorption
SPECIAL DEFENSES:
Immune to fire and edged weapons
MAGIC RESISTANCE:
10%
SIZE:
S (varies)
MORALE:
Unsteady (5)
XP VALUE;
1 HD: 270
6 HD: 2,000
2 HD: 420
7 HD: 3,000
3 HD. 650
S HD; 4,000
4 HD: 975
9 HD: 5,000
5 HD: 1,400
10 HD: 6,000
A palimpsest is a sheet ot magical, carnivorous parchment or paper
that has become semisentient arid animated by the magical runes it
contained for long ages. It is mobile, able to rustle its way from shell
to shelf and desk to desk (as if blown about by a stay breeze), but is
otoemlse indistinguishable from normal paper or parchment
Combat: Palimpsests reveal their true natures only when they
feed. Generally, they hide in books, scroll cases" or loosely-
wrapped folders of loose parchment Palimpsests sense sound and
movement, and attack only when their victim is still (or perform¬
ing minor movements such as writing or drawing). As a result,
they attack by surprise on a roll of They attempt to absorb their
victim, drawing the hapless target into their pages on an attack mil
of 4 more than what is required to hit the victim- As the victim is
absorbed, his features become part of the palimpsest, appearing as
a sketch or illumination derived directly from the victim’s features.
The palimpsest can do nothing else while absorbing its victim, and
the process take 2 full rounds; the creature is vulnerable during this
period, so it prefers to attack solitary creatures.
If a successful attack roll falls to draw the victim in, the
palimpsest simply inflicts deep paper cuts that bleed for several
hours, inflicting Id3 hit points damage. The blood that spatters
the page is soon absorbed, leaving no trace to warn future victims.
After a victim is completely absorbed within the palimpsest,
life energies are slowly eaten, a process that takes I day per
level or Hit Die of the victim. Thereafter, the victim can only
be restored by a wish spell; all other spells and methods,
including resurrection, are useless. A palimpsest can absorb
one victim per Hit Die at a time; thus, a 3 Hit Die palimpsest
can devour the energies of three trapped victims at once,
though it can absorb only one victim every 2 rounds
Victims absorbed into a palimpsest magically become part
of its decorations while the creature absorbs the victim’s life
force. For example, the parchment may include a variety of
fantastic illuminations, with mice screeching to get out, or a
scribe screaming in terror among the fanciful scrollwork.
While victims are in this state, it is very difficult to restore
them to normal form. Raise dead has no effect, and limited wish
is likewise useless. The only known way to free a palimpsest
victim {other than a full and carefully worded wish) is this spe¬
cific series of spelts: A remow curse spell animates an illus¬
trated victim, an abjure spell allows him or her to be lifted off
the page, and a resurrection spell restores his or her true form
(or else the victim remains only a colorful, lifeless paper doll}-
Palimpsests are immune to edged weapons and normal and
magical fire; electricity has a chance of releasing partially
absorbed victims. Shocking grasp has a 20% chance to release a
creature partially absorbed by the palimpsest, though the
caster risks being consumed himself unless the spell is cast
through a spectral hand. A lightning bolt spell has a 50% chance
to release a partially absorbed victim, and chain lightning has a
90% chance to release its most recent victim (and a 10% chance
each of releasing one other victim who the palimpsest absorbed
and still remains among its illuminations). If the palimpsest is
killed, its victims are irretrievable without a wish spell
Habitat/Society: Palimpsests have no society to speak of, since
they live alone. They do not reproduce sexually, though there
are reports that large magical libraries or good food supplies
lead them to split frequently, as amoebas do.
Ecology: Palimpsests are, in fact, creatures created in the Ethe¬
real plane. Instead of drawing power or matter from other
planes to a mage, palimpsests are capable of doing just the
opposite, drawing mages into other planes.
A few rumors claim that palimpsests are creations of the
arcane, who use them, to gather magical energies. Others claim
that they are minions of a magical Power, sent as retribution
against those that offend. There are also persistent rumors of an
entire false library of these creatures. Adventurers claim that the
volumes are enticingly labeled, such as Manual of Bodily Health f
Libram of Gainful Cm juration, and Ebttmster's B/fld: Book
93
Peltast
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE TYPE
ALIGNMENT:
NO. APPEARING:
Peltast
Any land
Very rare
Solitary
Any
Special
Average (8-10)
Nil
Neutral
1
Greater Peltast
Any land
Very rare
Solitary
Any
Special
Exceptional
(15-16)
Nil
Neutral
I
ARMOR CLASS:
7
3
MOVEMENT:
4
4
HU DICE:
1+6
2+6
THACG:
19
19
NO, OF ATTACKS:
1
1
DAM AGE/ ATTACK:
See below
See below
SPECIAL ATTACKS:
See below
See below
SPECIAL DEFENSES:
Immune to
Immune to
poison and
poison and
crushing attacks
crushing attacks
MAGIC RESISTANCE:
7%
33%
SIZE:
T (under 2* long
unless stretched
very thin)
T (amorphous)
MORALE:
Steady (12)
Elite (14)
XP VALUE:
65
975
A peltast is an amorphous creature about the size of three
human fists in volume Its skin has a textured, mottled brown
hue resembling worn but sturdy leather. A peltast can change ite
shape to exactly match a leather item in two rounds. If a peltast
sees a leather item dropped, it swiftly moves and changes form
so as to be mistaken for the missing item, A peltast feels and
hefts like leather, and does not breathe, give off heat, or make
any >aund. It has no tanning odor, nor does it radiate magic. A
peltast" s skin can sense vibrations, smell acutely, and its many
tiny concealable eyes have 60-foot inha vim on.
Combat: In contact with suitable flesh, a peltast exudes a liq¬
uid anaesthetic and tissue softener. There is only a 1% chance
that a host creature will notice its attack. The peltast dissolves
the host's skin in a small, hidden area, Through this, it absorbs
1 hit pomt/day .if blood-borne nutrients. A healthy host may
never notice the slight weakness this causes. If the peltast is
removed, there is no telltale peeling, pulling, or blood.
The peltast is resilient and is immune to poison and crush¬
ing attacks, but all edged weapons do full damage, Peltasts
also gain +1 on saving throws vs. lire,
Habitat/Society: The peltast infests dungeon settings. The
peltast can be encountered in urban settings, especially where
there are direct connections with dungeons or sewer systems
below-; the most common forms these are found in are dis¬
carded coin bags, belts, hats, or gloves.
Ecology: Peltasts live in symbiosis with humans and all gob¬
lin kind, Elves and dwarves aren't right for its needs, and are
used only as carriers to more suitable hosts.
A peltast will leave a diseased host, but helps keep its host
alive while attached. It neutralizes poisons introduced into the
host. Its slight magic resistance is also extended to the host
Should the host be reduced to two hit points or less, the peltast
will inject ld4+2 points of energy back into the host; it can do
this only once a day.
A peltast exudes wastes whenever immersed in water, stain¬
ing and poisoning it; drinkers must save vs. poison at a +2 bonus
or become nauseated for 2d4 rounds, unable to attack or defend.
A peltast will never fight another peltast, nor willingly join
a host already tarrying one. Peltasts can sense each other up to
40 feet away.
Greater Peltasts: These rarer peltasts resemble translucent rock
crystals instead of leather. Hard to the touch and about the size
of a human fist, they can alter the internal hue and shape of
their bodies. No organs or structures are visible in a greater
peltast, and over the centuries they have learned to shape them¬
selves into exact semblances of faceted gems, valued by many
creatures. Greater peltasts are found deep underground, and
rarely if ever, in a city. They often hide among teal gemstones,
Greater pd tasks can be seen feeding: the blood they ingest is
visible inside their bodies. They also grow visibly upon drain¬
ing more than 3 hit points of nutrients (a greater peltast can
typically drain up to 12 hit points, half of which are added to
its hit point total for a day). Because of this, greater peltasts
prefer to feed on sleeping, dead, or disabled creatures, using
their magical powers to fetch more meals
Once a round, a greater peltast can silently use one of its abil¬
ities: call monsters (like a monster summoning VI spell, but used to
call hostile creatures against its carrier until a good meal oppor¬
tunity develops); a powerful suggestion {-1 on subject saving
throws) to influence called creatures and other beings around
them into creating the maximum possible bloodshed without
depriving the greater peltast of all potential host-creatures; and
slow on any being touching or carrying the greater peltast.
These "false gems" have exceptional intelligence and are
more powerful than the common variety. They otherwise drain
a host, and give benefits, exactly as do their lesser cousins,
94
Plant, Dangerous
CLtMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Blood 1 horn
Temperate forest
Rare
Solitary
Day
Carnivore
Non- (0)
Incidental
Neutral
NO, APPEARING:
1
ARMOR CLASS:
4
MOVEMENT:
%
HIT DICE:
10
THACO:
15
NO. OF ATTACKS:
1
DAM AGE/ ATTACK:
25% of hp
SPECIAL ATTACKS:
Blood drain, system si
SPECIAL DEFENSES:
See below
MAGIC RESISTANCE:
Nil
SIZE:
L {10' long)
MORALE
Fearless (19)
XP VALUE:
5,000
Twilight Bloom
Any temperate or swamp
Rare
Stand
Day
Carnivore
Non- (0)
Incidental
Neutral
Boring Grass
Any temperate
Rare
Patch
Any
Carnivore
Non- (0)
Incidental
Neutral
1-10
1
8
8
0
0
3
4
17
17
1
1 /creature in contact
Nil
5d4
Poison
Boring, poison
Nil
Must be dug up or burned
Nil
Nil
U8M3' tall)
L to H (6*-lLT diameter)
Fearless (20)
Fearless (20)
175
2,000
Blood thorn
The bloodthorm or vampire thorn vine, resembles a normal
patch of thorny v ines. A healthy adult bloodthorn has a 10-
foot-long yellowish brown trunk from which four tendriH
spring. Each light green tendril is about 7 feet long and bears
numerous slender, hollow thorns about an inch in length.
When warm-blooded prey approaches, the blood thorn's
tendrils lash out making one attack as a 6 Hit Die monster. If
successful, the barbed thorns attach to the victim and drain
bodily fluids- The bloodt horn's prey loses 25% of its maxi¬
mum hit points each round, until the bloodthorn or its victim
dies, or the victim breaks free. The draining process is very
painful, and the victim must make a successful system shock
roll each round or fall unconscious. The victim can pull free
with a successful Strength check/ though this causes an addi¬
tional 1-2 points of damage, Each tendril requires 10 points of
damage to sever; these points do not count towards the total
from the central stalk's Hit Dice.
Bloodthorns are capable of limited movement and will
creep towards heat and light, though open flame will cause
one to recoil. An electrical attack will cause a bloodthorn to
grow' by one Hit Die, but it still attacks as a 6 HD monster.
Cold immobilizes the blcHidthom for 2-5 rounds.
The bloodthorn reproduces by shooting seed thorns away
from itself after a good feeding (three or more man-sized vic¬
tims). The seed thorns fly ID to 20 feet and cause no damage if
they hit. Any seedling growing near an adult plant will be
killed before it can grow and compete.
Wizards and alchemists can often find uses for this plant's
hollow thorns.
Twilight Bloom
This plant, also known as the purple blossom plant. Is a tall,
thick-stalked plant which strongly resembles a palm tree. U
has a scaled, branchless brown trunk topped by drooping,
fem-like green foliage. Scattered among the foliage are several
cup-like purple flowers with silvery stamens. The flowers
point towards the sun when it is out, and close up completely
at night. Around the base of the plant are its roots, which
resemble a fine, mossy mat.
The twilight bloom gives off a very pleasant scent. The
vibrations of any creature passing beneath it causes the plant
to droop one of its blossoms, dropping a small amount of
syrupy poison from the flower. A successful attack roll indi¬
cates the poison has landed on the victim, w ho must make a
successful saving throw vs. poison or die instantly. Decompos¬
ing prey feeds the twilight bloom's root network
The twilight bloom reproduces like other plants. Insects are
immune to its poison, but are attracted by its scent. If the poi¬
son is harvested safety* it remains potent for a full day.
Boring Grass
This grass has corkscrew blades that aggressively dig into any
material that comes into contact with it. Magical protections,
leather soles, and thick doth delay the grass's attack for one
round as the grass moves through the protection; however, the
grass cannot bore through metal. Penetrated materials do not
count as protection, so a human in leather armor would have
an effective Armor Class of 10 the second round of contact.
Once the grass hits exposed flesh it burrows In, inflicting 5d4
points of damage each round it remains in contact Further, the
creature must save vs. poison or be paralyzed by secretions
from the grass. Those making a successful saving throw are
slowed to half their normal movement rate; this effect lasts for
ld4 days or until a neutralize poison spell is used to counter it.
A victim can pull free of the grass with a successful Strength
roll, but will take 2d 4 points of damage.
Boring grass can be effectively damaged only by fire or by
careful digging and removal from the sod.
95
Plant, Dangerous — Firethorn
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Grasslands, saltwater swamps
Rare
Cluster
Any
Nutrients
Non- (0)
Nil
Neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACG:
NO. OF ATTACKS:
DAMAGE/ATTACK;
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
20-200
8
0
6
15
idlO
ld2 + special
Poison, fire
Confusion, immune to fire
Nil
M (4' radius)
Average (S— 10)
1400
The firethorn, or sea rose , is a rare plant that only grows along
tropical or subtropical sea coasts, The only place* it is known to
grow in abundance is on several isolated tropical islands,
Firethoms can be found scattered in coastal seasonal grasslands
but more commonly spread in clusters to form dense, matted
carpets in tropical saltwater swamplands, Resembling nothing
so much as squat, broad rose bushes, firethoms produce about
twenty brilliant scarlet blooms per plant Each bloom has its
attendant thorns (from 1 to 10 of them) There are no thorns on
the main branches of the bush, nor are there any on the flower
stems except near the bloom. Sea roses have a distinctive, heady
perfume that is noticeable several hundred feet away
Combat The scent the plant exudes is a powerful defense. Any¬
one approaching within ten feet must make a saving throw vs,
poison or be affected Those affected act as if under a confusion
spell for 2d4 rounds. This may bring them into contact with the
plant by accident, thus setting in motion its thorn attacks. When
traveling through an area which has several plants, only one
saving throw per half-hour spent in the terrain is needed. Sub¬
sequent saving throws in the same area are at a cumulative +1
bonus, as those affected build up a short-term resistance.
Though not intelligent, sea roses have effective modes of
self-defense. Anyone plucking one of the blooms or brushing
against one is subject to attack by one to ten thorns that spring
out at the offending creature, doing ld2 points damage each.
Two saving throws must then be made, A saving throw' vs.
paraly2atkm determines whether the thorns will inflict ld3
points of fire damage per thorn (magic which protects against
fire negates this damage). The second saving throw* is made to
resist the sea rose's extremely virulent poison: failure means
immediate death, while success reduces the injury to 20 points
of damage Only one save vs, poison and one save vs. par a-
iyzahon are required, even if multiple thorns hit.
Sea roses trap and hold heat from the sun and are immune
to both normal and magical fire.
Habitat/Society: It is unknown whether the sea rose is a natu¬
rally occurring plant or the result of some botanically inclined
wizard's experiment. Sometimes confused with the legendary
roses of forgetfulness because of their confusion properties,
firethoms are actually more like weeds than garden flowers.
They resist being transplanted and cultivated, though they
self- pollinate and spread over large areas when conditions are
right.
Perhaps thdr most intriguing quality is the glow they emit
at night. Storing heat from the sun, the blossoms of the plant
glow like banked embers in the dark. The heat given off from a
single firethorn bush is about equal to that of a small lantern,
Several bushes together emit about as much heat as a bonfire.
They only radiate heat at night, with the excess warmth being
stored in their thorns until evening, leading some people to
speculate that this heat exchange is somehow necessary to
their grow th and propagation. Firethoms respond normally to
druid leal spells which relate to plants.
Ecology: Aside from their role in anchoring soil in salt swamp¬
lands, firethoms can be harvested (carefully) for several prod¬
ucts. Chief among these is live beautiful scarlet dye which can be
made from the blossoms. This is easily mixed with other ingredi¬
ents to produce an array of colors from pale pink to deepest
crimson. The blossoms also produce an attar which can be used
in making a heady perfume or, when correctly rendered, as an
Ingredient for a potion of dreaming. The thorns from an entire
bush provide 1 to b doses of type E poison, but the toxin breaks
down into a harmless substance after about a week.
96
Pleistocene Animal
CLI M ATE/TERRAIN :
FREQUENCY;
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Axe.
Plains
Unc
Rock
Day
Cam*
Animal
Nil
Neutral
BaL
Plains
Rare
Solitary
Day
Herb.
Semi-
Nil
Neutral
l.Deer
Forest
Rare
Herd
Day
Herb*
Animal
Nil
Neutral
Meg.
Forest
Unc.
Solitary
Any
Herb,
Animal
Nil
Neutral
Fhor.
Plains
Unc.
Flock
Day
Cam.
Animal
Nil
Neutral
W* Rhino
Plains
Common
Herd
Day
Herb,
Animal
Nil
Neutral
Titnthr*
Plains
Unc*
Herd
Day
Herb,
Animal
Nil
Neutral
NO* APPEARING:
1-6
1-3
1-8
1—6
2-12
1-4
1-12
ARMOR CLASS:
6
5
7
6
6
$
6
MOVEMENT:
18
12
18
6
15 (+1 jump)
12
12
HIT DICE:
3
14
4
10
7+7
10
12
THAC0:
17
7
17
11
13
11
9
NO* OF ATTACKS:
3
2
1(2)
2
3
1
1
DAMAGE/ATTACK;
Id3/ld3/2d4
5d4/5d4
2d6 (2d6)
2d6/2d6
Id4/ld4/2d6
2d6
2d 8
SPECIAL ATTACKS:
Nil
Nil
Nil
Nil
Jump
Charge
Trample
SPECIAL DEFENSES:
Nil
Nil
Nil
Nil
Nil
Nil
Nil
MAGIC RESISTANCE:
Nil
Nil
Nil
Nil
Nil
Nil
Nil
SIZE:
L (7r tall)
H {25')
1(7')
H (20')
U (10')
L(IS')
H (16')
MORALE:
Unst. (5-7)
Ave (8-10)
Ave (8-10)
Ave (8-10)
Ave (8 — 10)
Ave (8-10)
Ave (8-10)
XP VALUE:
65
8,000
120
1,400
650
1,400
2,000
neck, The adult may weight up to 15 tons. It has poor eyesight
but keen senses of hearing and smell.
The animal is very defensive* It tends to attack any animal it
detects nearby. The beast attacks by trampling a foe with its
front feet. Either hoof does 5d4 points of crushing damage,
Baludtheria are normally solitary creatures. If two are
encountered, they are a mated pair, A third balucitherium is
their calk Roll a percentile die and multiply the result by 14
HD and 15 feet to determine the calf's hit points and size.
If magically controlled or raised from a calf, a
balucitherium can be trained to serve as a
beast of burden, Its immense size and
strength enable the beast to carry up to
8,000 pounds.
The hide is well-suited for making
leather armor* An adult hide can be worth 50
to 100 gp.
Irish Deer
This moose-sized creature dwells in tem¬
perate dimes, its antlers spread to a
width of 10 feet, and it can actually gore
two opponents within this span if they are
directly before the creature, Irish deer are
not generally aggressive, but are very dan¬
gerous during rutting season.
Megatherium
The megatherium is a giant
ground-dwelling sloth about the
size of a grizzly bear. An adult
may stand 20 feet tall and weigh
6,000 pounds* It is covered in
long, russet hair The beast is
slow moving but more pow¬
erful than mosl animals
that might otherwise prey
on it. Because of its slow
nature, the megatherium
always strikes last in the round.
Axe beak
Axebeaks are flightless, carnivorous birds that stand four feet
taU at the shoulder. Axebeak markings resemble those of an
ostrich. The immense head and long neck are covered in short
white feathers. The body is covered in dense black feathers
with a white underbelly and tail The legs are covered
in yellow scales.
The axebeak has a loud, honking voice that
can be heard fora hall mile. During mating
time, the males make a thrumming sound
like a bass violin. In combat, the bird
hisses when not biting.
They are fast runners and
aggressive hunters that pursue
prey until fed or killed. They attack
by kicking (ld3 points of damage per
claw) and biting (2d4 points).
Axebeaks make crude nests of stones
atop rocky outcroppings. During warm
weather, there is a 25% chance that eggs or
chicks are nearby. The chicks are
lO%-80% grown with a proportionate
number of Hit Dice. Immature axe¬
beaks do not initiate combat, although they can
defend themselves by biting for ld4 points of damage*
Axebeak eggs and hatchlings are worth 50 to 80 gp, They
can be raised as guards, hunters,
and mounts. The long plume
feathers of the wings and tail are
wrorth 2 gp each*
Balucitherium
The balucitherium is a prehis¬
toric, hornless ancestor of the rhi¬
noceros. h is a herbivore with a
thick, grey -brown hide. The adult
stands 15 to 18 feet at the shoulder
and may measure up to 28 feet from
nose to rump* The four-foot- long
head swings on a thick, six-foot -long
97
Pleistocene Animal
Despite its awesome appearance, the megatherium is primar¬
ily a peaceful herbivore grazing the wooded plains,
Each forepaw has three foot-long daws. These are primarily
used to tear apart trees and shrubs for food, but they can also
be used as weapons. The megatherium rears on its hind legs,
then attacks with swipes that cause 2d6 points of damage from
each paw.
The female megatherium gives birth to 1 or 2 cubs every
other year. Cubs grow to maturity in four years and are found
in 33% of all encounters.
Phororhacos
The phororhacos is a non flying bird with a huge head
and powerful beak. It stands ten feet tall
(six feet at the shoulder). It is cov¬
ered with dark gray and brown
feathers. An adult male will
have a red crest and a tuft of
brilliant orange feathers on the
back of its head. The legs are light
gray with black daws.
The phororhacos has a deep, bray¬
ing voice. The bird will emit a fierce
battle cry when fighting or challeng¬
ing another male over territory.
Phororhacos gather in hunting and
breeding packs. There is a 10% chance
for either eggs or chicks in an
encounter. The chicks have 10% to 80% of full growth with a
proportionate number of Hit Dice. Chicks do not attack an
active foe, but they do tear into a helpless victim in imitation
of the adults.
It is a fearless killer and attacks even if it is outnumbered. It
initiates an attack by jumping on its victim, when it is jumping
to attack, its claws inflict double damage (2d4/2d4), Each
round thereafter, the phororhacos kicks and daws for U14
points of damage per blow. It also snaps with its beak for 2d6
points of damage. If the phororhacos successfully bites a target
smaller than man-sized, it picks up the victim and shakes it
around before throwing it back to the ground (ld6 points of
failing damage). Such victims are unable to take any action the
following round.
Phororhacos eggs and hatchlings are worth 70 to 100 gp.
They can be raised as guards, hunters, and mounts.
The wooly rhino has poor eyesight but keen senses of hear¬
ing and smell When one detects an intruder, the wooly rhino
charges. The horn inflicts 2db points of damage, double if it
strikes while charging. Man-sized or smaller targets are also
tossed 10 to 20 feet by the force of the blow. The vvooly rhino
can trample man-sized or smaller victims, each foreleg caus¬
ing 2d4 points of damage.
A wooly rhino will charge wagons or other vehicles, think¬
ing them animals. Such charges deliver a crushing blow to the
vehicle. An enraged wooly rhino can smash a wagon apart
with little effort.
If two or three wooty rhinos are encountered, one is a
female. Lf four are encountered, the last one is a calf (30% to
60% of adult size). Adults gain +1 bonuses to their attack rolls
if the calf is threatened. Woolv rhinos rarely abandon a cap¬
tured or injured mate or offspring.
An adult hide is worth 20 to 30 gp; the thick skin is well
suited for making armor. The horn is worth 10 to 20 gp to
alchemists who use it in counterfeit healing potions.
Titanothere
The titano there, also known as the brontotfmhtrn, Is a rhino¬
like animal. The adult measures eight feet at the shoulder and
16 from nose to rump and weighs up to 8,000 pounds.
Ft is a huge and fearless herbivore armed with a yoke¬
shaped horn on its nose. The horn can be used to ram
an opponent for 2d8 points of damage. Oppo¬
nents of man-sized or smaller are also tossed
up to 20 feet in the air by the force of the
blow. It can trample man-sized or
smaller victims with its fore¬
legs, inflicting 2d4 points of
damage with each foot,
If any creature threatens the
herd, the bulls charge. Tf the
charge strikes home, horn and
trample damage is doubled.
If more than six tltanotheres are dKStt
encountered, there are ld4 calves. The
calves are 10% to 80% grown. They do not attack, tf
threatened, they head fur their mothers and try to hide under¬
neath or behind them.
The titanothere's hide is worth 20 to 70 gp. It is extremely
thick and well-suited for making leather armor, especially for
larger humanoids or other armor-wealing beings.
Other Pleistocene Animals
Creatures from this time period detailed elsewhere include the
cave frenr (Bear), giant boar (Mammal, Giant) spatted
lion/smifodoti (Cats, Great), mtumnath/mastodem (Elephant), tfibo-
riginefenvemert (Human), and dire wolf (Wolf),
Rhino, Wooly
The wooly rhinoceros is simi¬
lar to the modern rhino
except that it is covered by a
shaggy, russet coat and
roams cold, temperate,
and subarctic regions. It is
an aggressive, belligerent
herbivore that is very
defensive about its territory,
98
Pudding, Subterranean
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Stone
Subterranean
Rare
Solitary
Any
Any
Low (5)
Nil
Neutral evil
Gray
Subterranean
Uncommon
Solitary
Any
Any
Low (5)
Nil
Neutral evil
Dense
Subterranean
Rare
Solitary
Any
Any
Average (8-10)
Nil
Neutral evil
NO* APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
lfl-3)
4
3
5
15
1
3d6
Moves on ceilings
See below
30%
L-H (8(FM) diam.)
Steady (11)
1,400 '
1
9
9
10
II
1
4d8
Surprise, add
See below
20%
L-H (8(FM) diarrt)
Steady (11)
3,000
I (M)
6
6
10
II
I
2dl0
Surprise* disease
See below
20%
L-H (8(FM) diam)
Champion (15)
4,000
Subterranean puddings are viscous, slimy creatures that
resemble massive lumps more than living things. A subter¬
ranean pudding is, in fact, a colony of hundreds of living
organisms in a single pudding. They have no visible eyes,
ears, or mouths; the colony creature's sensory organs are
located on its underside. Subterranean puddings range from
gray to deep blue in color and are usually 8 feet in diameter;
larger masses indicate multiple puddings, though no more
than four puddings are found in any one mass. They always
search for food, moving along floors, ceilings, and w alls to
find prey.
Sages believe all subterranean puddings are magically
altered black puddings. Indeed, the two monsters share some
standard characteristics. Subterranean puddings take no dam¬
age from edged w eapons; blunt weapons cause one-quarter
normal damage, regardless of any magical bonuses. Such pud¬
dings are immune to acid, cold, and poison attacks. Unlike
other puddings, they do not divide when Racked, Rather,
they divide into two half-sized sections, each with full hit
points, when any of the following spells are cast at theiru/m*-
ball, lightning bolt , flantestrike, flaming sphere, mil of fire, chain
lightning, and incendiary cloud.
Stone Pudding
Though malleable, this pudding appears rather solid and very
sluggish. It is a thick lump that oozes slowly along any sur¬
face, preferring tt> hide on ceilings (from whence it can drop
onto its food). It ranges in color from light gray to dark gray —
the darker the color, the more recently rt has fed. A stone pud¬
ding's secretions are poisonous, and each attack causes 3d6
points of damage. When a pudding kills a victim, it rests upon
the dead creature until its body absorbs the flesh. This takes
1—10 rounds. Stone puddings cannot eat metal, wood, leather,
and other such objects, which are left behind after they con¬
sume their victims.
These puddings, their remains, and their surface secretions
can be prepared as poisons and used as ingredients in oil of
add resistance.
Gray Pudding
Often mistaken for a stone pudding at a distance, this is per¬
haps the deadliest of the subterranean puddings. Gray pud¬
ding uses its deep gray coloration to blend in with shadows
and the natural gray hue of stone. This gives its opponents a
-4 surprise roll penalty. More corrosive than black pudding,
the gray variety emits a powerful acid, delivering 4dS points
of damage. This acid eats through wood, leather, and chain
mail in 1 round, and plate mail in 2. Each magical plus of an
enchanted item adds 1 round to its survival time. In addition,
the creature automatically delivers 4d8 points of damage each
round it is encasing a victim. A creature reaching -10 hit
points is dissolved, with not even a scrap of bone left behind.
Gray puddings are unusually susceptible to certain spells,
provided those enchantments get past its magic resistance.
These spells include flesh to stone, which acts as a stoifl spell on
the pudding, and airy water, which alters the pudding's form
enough to drown it in its own fluid mass in 2d4 rounds.
Dense Pudding
This variety of subterranean pudding has 10 Hit Dice and is
always found at its maximum hit point total (80 hp). Slower
than gray pudding, the dense variety has learned from its "rel¬
atives” to cling to the shadows and use surprise to its advan¬
tage by dropping on potential meals. Targets suffer a -2 to
their surprise rolls. Dense pudding is easy to spot in the open
because of its dark blue coloration and large size.
The secretions of a dense pudding are corrosive only to liv¬
ing flesh and cause 2d 10 hit points of damage. In addition, the
secretions are tainted. All those wrho are damaged by a dense
pudding must make a successful saving throw vs. poison or
succumb to a debilitating disease. Cure disease will negate
these effects if cast within 48 hours of the infection.
99
Raggamoffyn
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Tatterdemanimal
Temperate urban
Uncommon
Hive/colony
Night
Carnivore
Low (5-7)
Nil
Neutral
Common
Raggamoffyn
Temperate urban
Uncommon
Hive/ colony
Night
Carnivore
Average (8-10)
Nil (Qx3)
Chaotic neutral
Gutterspite
Temperate urban
Rare
Hive /colony
Day
Carnivore
Very (11-12)
Nil (Qx3)
Neutral
Shrapnyl
Temperate urban
Very rare
Hive/ colony
Any
Carnivore
High (13-14)
Nil (Qx3)
Chaotic evil
NO. APPEARING:
1-6
1-3
1-2
ARMOR CLASS:
10
5
0
-5
MOVEMENT:
18, FI 12 (E)
12, H8(E)
6, FI 6(E)
6, FI 4(E)
HIT DICE:
1
3
5
7
THACO:
20
17
15
13
NO. OF ATTACKS:
1
1
1
lor 5
DAM AGE/ ATTACK:
ld2
ld6
2d8
2d 12 or ld6 (5)
SPECIAL ATTACKS:
Control host
Suffocation,
control host
Blinding, control host
Control host,
explode
SPECIAL DEFENSES:
Immune to blunt
Immune to mind-
Immune to mind-
Immune to mind-
weapons and
mind -affecting spells
affecting spells
affccting spells
affecting spells
MAGIC RESISTANCE:
Nil
Nil
Nil
Nil
SIZE:
S
M
M
L
MORALE:
Unsteady (6)
Steady (11)
Elite (14)
Champion (16)
XP VALUE;
120
270
1,400
3,000
These mysterious creatures are sentient scraps of doth,
leather, and metal of unknown origin. Some say that they are
formed from the remnants of magical cloaks, boots, and
weapons, when these are worn out and discarded. Others
claim that a Rag Mage is creating these animated creatures
using a cursed manual of golems,
Raggamoffyns speak no known language, though they
understand spoken common well enough.
Combat: Raggamoffyns all prefer to fight by possessing a host.
They do this by physically wrapping up the victim, wrapping
themselves around their target like doth around a mummy. To
enfold a victim, the raggamoffyn must make a successful attack
roil against the target's Armor Class counting only Dexterity
and magical bonuses, no armor or shield bonuses. If they suc¬
ceed. a raggamoffyn 's cloud of scraps and tatters flows around
the target and covers the victim in a skin-tight sheath from
head to toe, including covering the eyes and ears. Most ragg¬
amoffyns also create a sort of hood or cowl over their host's
head, to make it appear as if the host is simply bundled up.
Once they've covered the host, raggamoffyns can force the
host body to do their collective bidding. Even when captured,
intelligent creatures can throw off the effects by force of will;
when enwrapped by a raggamoffyn, characters need a success¬
ful saving throw vs. spell to resist the raggamoffyn's control.
Successful saves usually cause most (but not all; see below)
raggamoffyns to fly to another host H failed, the character is
under their control, but can make another saving throw at the
start of each turn to break tree, (Each Intelligence point above 15
subtracts one round from the time, allowing smarter characters
to save more quickly.) The saving throws are made as normal
against tatterdemanimals and common raggamoffyns, but are
at -2 against gutterspites and -4 against a shrapnyl's control.
When removed from or rejected by their host, raggamoffyns
can fly (poorly), like a swarm of scraps caught in a breeze. They
can slip through small openings, such as beneath a door or
through a portcullis, just by splitting into their component parts.
Habitat/Society; Raggamoffyns are currently found in
dungeons, but are rumored to be popping up in urban settings
as well, where they hide as cloaks and capes and piles of rags
{the shrapnyl have only been seen in deep underground). They
seem driven to create more of their own kind, but they must use
100
Raggamoffyn
others to do so, forcing their hosts to destroy enchanted clothing
and perform a quick, silent rite that somehow creates another
raggamoffyn. Whether or not the raggamoffyns serve the mage
who may have created them is an open question; some say that
their drive to create more of their kind is only a preparation for
a silent conquest of ci vilized communities.
Ecology: In bright light, raggamoffyns are sometimes con¬
fused with mummies or adherers and slain (along with their
unfortunate hosts), but in most cases thev can pass as human
in poor light, Some say that the raggamoffyns are the nonliv¬
ing variants of a race of steel shadows that they serve, metal-
animating creatures that dwell underground. Others suggest
that the Rag Mage is an illusionist who dabbles in transmuta¬
tion magics, creating the illusion of life in unliving doth.
Raggamoffyns almost never harm their hosts directly. How¬
ever, they do force their hosts to kill, to steal, or cause mischief
(like the destruction of valuable magical Items). Unfortunately,
the hosts are always left to face the consequences (having been
freed by the raggamoffyn) when things go wrong. Because their
actions are planned and directed to a definite goal, some sages
believe that raggamoffyns serve the ends of their creators.
Oddly, raggamoffyns (other than gutterspites) do not cap¬
ture and control gnomes or duergar; their very natures could
make them immune, or it could be a simple whim of the cre¬
ator, but these creatures never attack these small races.
Tatterdemani mats
This lesser form of raggamoffyn is the least dangerous, made
of small, dirty, and tattered scraps of doth and able to wrap
itself around creatures of size T or S. A tatterdem animal can¬
not control a host with more than 3 Hit Dice or a 4 Intelligence;
its usual victims are rats, dogs, cats, birds, and pigs.
Tatterdemani mals often gather in small groups and control
a group of similar animals, such as a pack of dogs or a flock of
pigeons. Oddly, they can fly, although they cannot control the
host accurately enough to imitate a bird's dapping wings.
Tatterdemanimals suffer double damage from fire, but are
immune to damage from blunt weapons.
Gutterspite
The gutterspite is a raie form of raggamoffyn, barely large enough
to control creatures of up to dwarf-size (size S), but not quite large
enough to engulf elves or humans. The host size is less important
to gutterspites, as they almost always choose to stay with the host
they bond with at birth. The gutterspites axe the only form of
raggamoffyn to cooperate with their hosts, rather than simply
dominating them (though they can if the host doesn’t cooperate
with them). Some even claim that the Rag Mage himself is simply
the powerful leader of the gutterspite race.
Compared to other raggamoffyns and their whirling scraps of
wind and fury, the gutterspites are awkward, shambling masses,
made of ropes, string, leather straps, and strips of unraveling
doth holding together a small mass of gems, glass, and gli tter.
They can control creatures of up to 10 Intelligence and as much as
4 levels or Hit Dice A gutterspite's preferred hosts are small,
often halflings, dwarves, and gnomes. Gutterspites are the only
raggamoffyns that can control gnomes and duergar.
Once a day, a gutterspite can create a sparkling burst of light
that shines from its glitter and glass, blinding all opponents in
a 20-foot radius who fail a saving throw' vs, paralyzation. This
blindness lasts for 1-4 rounds, giving the gutterspite and its
host enough time to flee or attack. Blinded opponents gain no
Dexterity bonus to their Armor Class, and the gutterspite
gains an additional +2 bonus to attack rolls against blinded
foes, Gutterspites are unaffected by color spray, darkness, light ,
rainbow, and continual light spells.
Common Raggamoffyn
Usually just called raggamoffyns, these bits of leather cloaks,
gloves, and armor are the most common (and most danger¬
ous) raggamoffyn in urban areas. They thrive in rubbish
heaps, alleys, and mortuaries, where they often include bits of
burial shrouds. Common raggamoffyns can control size S or
M creatures of up to 15 Intelligence and as much as 6 levels or
Hit Dice.
Common raggamoffyns gather in roving packs on some
nights, often controlling the actions of thieves, watchmen, book¬
keepers, or other night owls in the city. In rare cases, they asphyx¬
ia te hosts who escape their control and might give away their
presence to others — the only active attack raggamoffyns use
against their own hosts. These strangling attacks are automatic
once the raggamoffyn scores a single successful attack against the
victim's head (Armor Class 10 without a full face helmet, AC2
with a great helm, Dexterity bonuses and magical rings and brac¬
ers apply). After the raggamoffyn plugs up the nose and mouth
of the victim and begins to squeeze the throat, the victim must
make a Constitution check each round until either the ragg¬
amoffyn or the victim is slain. (Spell attacks affect both, but can
sen e to remove the rags from the host.) The first check is normal,
but thereafter each additional check adds another -2 penalty. If
the check fails, the victim dies of suffocation.
Shrapnyl
These powerful creatures are made of dozens or even hundreds
of shards of metal of all varieties and colors, including bits of
iron, brass, tin, and copper, The shrapnyl consist of good-sized
bits of metal: entire horseshoes, swords, shields, lanterns, pans,
knives, and tableware. They can control hosts up to size T with
an 18 Intelligence and up to 9 HD or levels. Their preferred vic¬
tims are ogres, mages, or (best of all) ogre mages. When they
seek to disguise themselves, shrapnyl raggamoffyns arrange
their metal shards to resemble splint mail armor.
One of the benefits of this parasite is that the shrapnyl actu¬
ally acts as armor, taking damage that might normally affect
its host (spell effects affect both, except as listed below)). If
they are exposed to acids, those particular pieces of metal flip
over and expose the host to the acid damage as well, dividing
the damage of the add between them (host and shrapnyl each
take half damage),
Once per day, a shrapnyl can explode into a cloud of steel,
inflicting 4d1 0 points of damage on any creature within 10 feet,
half upon those that make a successful saving throw vs. breath
weapon. The shrapnyl's host is unaffected by the explosion,
but thereafter the shrapnyl can no longer control its host. The
monster must rest and retreat before finding a new host, so it
uses the exploding cloud of steel only in extreme situations.
Older shrapnyl sometimes include large chunks of gold, sil¬
ver, or platinum among their scraps, and use them to lure
potential hosts near. They may lie still for hours at a time, then
suddenly rise up out of a chest or a pile of coins and surround
a host. When in its loose metal form, without a host, a shrap¬
nyl can attack five times a round.
Shrapnyl are vulnerable to crystal brittle, shatter* and heat
metal spells. Shatter causes 3d6 points of damage to a shrapnyl,
crystalhrittle affects it without the benefit of a saving throw,
and heat metal causes full normal damage to a shrapnyl.
101
Snake, Serpent
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION;
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Herald
Tropical
forest
Rare
Solitary
Any
Carnivore
Very (11-12)
NU
Neutral good
Teak
Tropical
forest
Rare
Solitary
Any
Carnivore
Animal (1)
Nil (B, Q-ID, $, T)
Neutral
NO, APPEARING:
1
1-2
ARMOR CLASS:
5
3
MOVEMENT;
24,0 18
% Cl 6
HIT DICE:
4+4
8+8
THACO:
15
11
NO* OF ATTACKS:
2
2
DAMAGE/ ATTACK:
Id4/ld4
Id6/2d6
SPECIAL ATTACKS:
Poison
Constriction
surprise
SPECIAL DEFENSES:
See below
Camouflage
MAGIC RESISTANCE:
Nil
Nil
SIZE:
M (71 long)
H {30* long)
MORALE:
Average (8)
Average (10)
XP VALUE;
1,400
3,tX)D
Two rare varieties of serpents, the herald serpent and the teak
serpent, can be found in teeming tropical jungles, often in the
company of other intelligent reptilian creatures.
Herald Serpent
The herald is a lightning-swift reptile with sapphire or emer¬
ald colored eyes, and a body marked with black and gold
bands. Heralds are the enchanted messengers of serpent lords.
Like their masters, heralds are adept linguists and conversation¬
alists, able to speak at least six languages fluently, including
common.
Combat: Herald serpents are more likely to talk their way out
of a confrontation than attack, using their silver tongues to
flatter an opponent while planning an escape route. A herald
serpent can cast the following spells, once/day, at the 4th level
of ability: friends, hypnotism, comprehend languages, hypnotic pat¬
tern, and invisibility.
If negotiation fails and escape is impossible, the herald can
physically attack with its lightning-swift bite, striking twice
per round for Id4 points of damage. The bite automatically
delivers a potent toxin, with an onset time of only 1-3 rounds
(saving throw vs, poison negates). Victims of the poison suffer
complete amnesia, forgetting their own identities, abilities,
even memorized spells for 2-8 hours.
Habitat/Society: Herald serpents are the enchanted messen¬
gers of serpent lords, who imbue their servants with magical
gifts so they can deliver important notices or act as envoys on
their lord's behalf. Before their enchantment, heralds are a col¬
orful variety of poisonous jungle snake, Heralds serve their
lord willingly and are usually returned to their normal state
after completing the mission for which they were enchanted- A
dispel magic, successful against I ht tv level magic, will transform
a herald back into a giant poisonous snake with lethal poison.
Ecology: As an enchanted creature, herald sgrpents have no
niche in the ecology of the world, though like any snake, they
must eat live prey (birds and small animals, mostly) to survive.
Teak Serpent
Teak serpents are a variety of huge constrictor snakes inhab¬
iting teak and iron wood forests. Adults often reach lengths
exceeding 30 feet.
Combat: These reptiles resemble branches of the hardwood
trees they inhabit, giving opponents a -2 penalty on surprise
and the serpent a superior Armor Class (AC 3),
Teak serpents wait patiently in the upper canopy of trees for
an unsuspecting victim to pass underneath, attacking from
above with a combination bite and constriction attack. The
bite inflicts 1 d6 points of damage; if a constriction attack is
successful, the serpent squeezes each round thereafter for 2d6
points of damage. The coils of a teak serpent are stronger than
ironwood, requiring the combined efforts of 80 points of
Strength to release a trapped victim. With their prodigious
length, one of these serpents can constrict up to three man-
sized creatures simultaneously.
Habitat/Society: Because of their ferocity and immense size,
teak serpents are feared in the jungles they inhabit. Teak ser¬
pents usually subsist on a diet of large animals (preferring
baby elephants, when they are available), but they will attack
a small group of man-sized creatures without hesitation. They
often sleep for up to a week after feeding.
Ecology: The scales of a teak serpent, if used while casting
barkskin. provide a +2 bonus to Armor Class for the duration
of the spell. Teak serpents are sometimes captured by power¬
ful spelkasters and bound into magical staves.
Snake, Serpent Vine
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Subterranean forest
Uncommon
Solitary
Any
Carnivorous
Average (8—10)
Nil
Neutral (evil)
NO- APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO* OF ATTACKS:
DAMAGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1
4
15
10
11
1
ldl2
Constriction, spells
Camouflage
Nil
H (40* long)
Elite (13-14)
2,000
Serpent vines are a magical cross between a giant constrictor
snake and a plant. They live in the vast subterranean forests-
These creatures looks like vines, and only can be distinguished
as living animals 25% of the time by those who have seen
them before and are specifically looking for the snakes. Those
unfamiliar with theses snakes have only a 5% chance to detect
anything other than an actual vine.
The long, thin body of a serpent vine is covered with heart-
shaped green leaves and smaller vines that curve around the
entire length of the snake. The leaves actually aid in the crea¬
ture's movement, acting like small feet that help propel the
snake quickly through the underbrush, Ail serpent vines are
green and are able to adjust the shading of their bodies to
match that of the trees they hang from or foliage they lie
among. Serpent vines are very rarely encountered on bare
ground, and only then when the snakes are passing over it.
The serpents ding to the green foliage of the underground
forests for protection- The snakes are most often discovered
hanging amid normal vines on tall trees, where they have the
best vantage point to use their spells on unsuspecting prey
it moves on to the held and charmed victims.
If a party of individuals encounter a snake, and die snake's
spells do not effect any of its intended targets, the snake uses
its camouflage ability and quick movement to disappear into
the undergrowth. Serpent vines are not foolish enough to
attack when the odds arc against them. Further, the snakes will
not attack groups comprised solely of dark elves, which have
proven resislanL to its charms, However, the snakes have been
known to attack up to three individuals unaffected by their
magic, constricting first and then biting immobilized foes.
Combat: Serpent vines will go out of their way to attack
humans and demi humans because the snakes consider these
creatures delicacies, A serpent vine's favorite combat tactic is to
hang from a branch that overlooks a forest trail and to use its
spells to lure in its prey Three times a day a serpent vine can
cast spectral force. A vine often uses this spell to add luscious-
looking, ripe fruit to its body — especial ly around its mouth.
Once a day, a serpent vine can use the following innate spell
abilities: charm person, hold person, suggestion, and mass sugges¬
tion (up to 5 creatures)* It uses suggestions and charms to hint
that the affected individuals should relax, come closer, and
touch the vine. If a serpent vine has dominated its victim or
victims by its spells, it eases its body from the tree, wraps itself
about a target, then bites and constricts in the same round. A
constriction attack causes 4d4 points of damage. These attacks
are automatically successful in the first round if the victim fell
for the snake's magic. However, the effects of the spells are
negated after the initial attack*
The snakes are cunning and will first attack creatures which
are under suggestion spells. When finished with those targets.
Habitat/Society: Serpent vines are solitary creatures which do
not even associate with others of their kind. They live high in
underground trees, laying their eggs in hollowed sections of
thick branches or trunks- Each snake will lay ld6 eggs every
four months, and will warm the eggs with its body until they
hatch {usually three to four weeks). The snakes are less active
during this time, attacking prey only to eat and not for enjoy¬
ment. The baby serpent vines are roughly one foot long upon
hatching, and are quickly sent down the tree to survive on
their own or to fall prey to other subterranean carnivores.
Ecology: Serpent vines are important to the ecosystems of sub¬
terranean forests, as they often kill more than they can eat. The
kills left behind serve as food for lesser carnivores and help
nourish the natural and sentient plant life. As a natural part of
an insular food chain, adult serpent vines prey upon all warm¬
blooded creatures within the forest, but favor humans and demi-
humans, particularly gnomes and hal flings, which they consider
sweet flesh. In return, the serpent vines are often hunted by
rangers and druids, who view them as a serious threat.
1 03
Sphinx, Draco
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Desert, mountain
Very rare
Solitary
Day
Carnivore
Genius (17-18)
Nil (F)
Chaotic evil
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO, OF ATTACKS:
DAMAGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1
-1
% FI 24 (Dp
11+11
9
3
3d4/3d4/5d4
Breath weapon, spells
Nil
Nil
H (9' tail at the shoulder)
Fanatic (17-18)
12,000
The highly magical dracosphinx is native to the desert high¬
lands, where it competes with the more numerous hiera*
cosphinx for territory, This fierce, slv predator scours the
wilderness for prey, be it small game or humans. The dra¬
cosphinx has a lion's body, a red dragon's head and foreparts,
and a mane of colorful feathers. Its long forepaws have sharp
dragon claws*
The dracosphinx speaks common and the language of red
dragons, to whom it is distantly related.
Combat: Dracosphmxes are excellent wizards, specializing in
illusions. They have the spells of a 9th-level illusionist, hut cast
them as if they were 12th level* They often use their illusions
to fool prey into a false sense of security, then strike when it is
least expected.
A dracosphinx attacks with its huge claws and teeth, caus¬
ing 3d4 points of damage with a successful claw strike and
5d4 points of damage with its fangs* The fiery breath weapon
can be used once per turn; this spews forth flaming gas in a
100 Toot- long cone that is 20 feet wide at its far end. This
inflicts 8dl0+8 points of fiery damage, A successful saving
throw vs dragon breath reduces the damage by half,
H a bt tat/Society: Dracosphmxes live solitary existences on
bleak cliff sides. They spend their days looking for prey and
lying in the sun, although they will occasionally travel in
search of obscure knowledge. Each dracosphinx carves out a
territory of approximately five miles in diameter* They aggres¬
sively work to drive major predators from their territory:
dragons, men, hieracosphinxes, and the occasional wyvern.
Their philosophical ideas include the one that only the
strongest and cleverest survive and the weak and cowardly
get what they deserve.
Dracosphmxes know that humans who seek them out and
talk to them often try to slay them; they enjoy tricking such
humans with riddle contests and conversations that leave the
humans unprepared for a sudden attack. They will usually
make such an attack at least once during any prolonged
encounter, as they value strength nearly as much as clever¬
ness, Obvious weakness, lack of strong leadership in a group,
or any hint of fear will almost certainly trigger an attack. Con¬
versely, a show of strength backed up by the ability to deal
writh the attack when it comes will make the dracosphinx
much more helpful as a source of information or lore. The dra¬
cosphinx can even be forced to give up a specific object if it is
demanded and minutely described by an individual with cer¬
tain knowledge that it is in the creature's hoard.
Once a dracosphinx has been bested, assuming it survives,
it will usually abandon its territory and in order to find a new
place to live.'
Dr a cosphinxes pride themselves on their cunning and
respect it in others. They will occasionally let weak but clever
captives go in exchange for a sendee, usually the recovery of a
magical item or piece of lore. Knowledgeable captives will be
kept as long as the dracosphinx can learn something new from
them: this takes one day per experience level of the captive,
with Intelligence checks required daily thereafter to hold its
interest When the dracosphinx loses interest, the captive will
likely be killed and eaten. Like dragons, draeosphinxes are
greedy and amass hoards of coins, jewrels, and other valuables.
Ecology: Dracosphmxes mate once in a lifetime, with the
female flying away to raise a dutch of three to five large
brown eggs. These eggs are laid in separate areas and buried,
since hatchlings are likely to eat each other. The hatchlings are
about a foot long al birth and are capable of hunting small
game, They grow to nearly full size within a year. They have
life spans of about 600 years. Dracosphinxes cannot be tamed
except through magical means.
104
Sprite, Seelie Faerie
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Forests, sylvan setting
Very rare
Community
Any
Omnivore
Average to Very (10-12)
Nil (D)
Chaotic neutral
NO. APPEARING:
10-100
ARMOR CLASS:
5
MOVEMENT:
6, FI 18 (B)
HIT DICE:
1-1
THACO:
20
NO, OF ATTACKS:
I
D AM AG0 ATTACK:
By weapon
SPECIAL ATTACKS:
Spell, sleep poison
SPECIAL DEFENSES:
Invisibility
MAGIC RESISTANCE:
25%
SIZE:
T{¥ tor tall)
MORALE:
Steady (11-12)
XP VALUE:
270
Noble 420
Monarch 650
In the mystical reaches of sylvan woodlands, where ancient
elves once walked and worshiped strange gods, live faeries of
a most unusual type.
These are the seelie faeries. Furtive and shy reluctant to
make contact with the outside world, the seelie faeries are
often mischievous and annoying when they are found.
Seelie faeries vary greatly in appearance. Most resemble
diminutive humans of great beauty and grace. Though some
are distorted or implike, they still possess an otherworldly
aura. Some have animal heads, tails, or limbs, while still oth¬
ers are entirely alien in appearance, though still strangely
beautiful. All seelie faeries can fly, though some have translu¬
cent, membranous wings. They range in size from one inch to
one foot in height and seem to have control over their actual
size— individuals have been encountered at one size, then
seen later in larger or small forms.
Combat: Seelie faeries are mischievous and have little stom¬
ach for direct combat They can become invisible at will, and
use this power to ambush foes. They wield tiny swords (ld2
points of damage) or bows (1 point of damage) treated with
steep poison. .Anyone hit by these weapons must save vs. spell
or fall into a deep sleep for 2d4 hours. Victims must success¬
fully save each time they are hit, making mass attacks by seelie
faeries surprisingly effective.
Seelie faeries are also knowm to ride giant insects such as
dragonflies, bumblebees, and hornets. They carry small
lances (ld4 points of damage) that are sometimes treated with
sleep poison.
The seelie faeries' most popular forms of attack, however,
are magical. All seelie faeries have innate magical abilities.Each
can cast at least one spell, which may be of any level, once per
day Each seelie faerie's spell is fixed (and must be determined
by the DM), Most are non lethal but annoying, such as sleep,
dancing lights , shocking grasp, fog cloud , irritation, improved phan¬
tasmal force, stinking cloud , slow, etc, Spells such as Tosha's
uncontrollable hideous laughter, polymorph other f and Of fa's irre¬
sistible dance are popular, for to the seelie faeries they have
hilarious results.
Habitat/Society: Seelie society is divided into commoners,
nobility; and royalty. Seelie nobles can cast two spells per day
while royals can cast at least three.
Seelie faeries claim to live in fanciful palaces invisible to the
normal eye — these may in fact exist on small demiplanes con¬
nected to the Prime Material Plane at places steeped in faerie
magic. The days of the seelie faeries are dedicated to feasting
and reveling, and they never seem to work.
The only thing the seelie faeries seem to take seriously is the
threat posed by their chaotic evil cousins, the unseel ie faeries.
The wicked unseelie are locked in a centuries-long war with
the seelie faeries, a war neither seems capable of winning.
Their hatred is strong and they will attack one another on sight.
Ecology: Seelie faeries seem to have very little effect on the out¬
side world. They appear to derive sustenance from the tiny
demiplanes where they keep their palaces and homes, and they
rarely hunt or forage for food on the Prime Material Plane,
105
Sprite, Unseelie Faerie
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Forests, sylv an setting
Very rare
Tribe
Night
Omnivore
Average (10)
Nil (D)
Chaotic evil
NO. APPEARING;
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
KM GO
6
6, FI 18 (B)
1-1
20
1
By weapon
Fear, spell, sleep poison
Invisibility
25%
T (L' tor tall)
Steady (12)
420
Twisted and evil cousins of the seelie faeries the unseelie
faeries are ugly, dark-skinned creatures. They have tattered
insect wings, long thin arms, and broad, large-nosed faces.
Like their cousins, the unseelie faeries vary greatly in appear¬
ance, often with the faces or limbs of beasts with daws, fangs,
or oversized, monstrous eyes, Individuals are able to manipu¬
late their size, ranging from one inch to one foot in height.
The unseelie faeries fight an endless war against the seelie.
However, while the seelie faeries are merely mischievous, the
unseelie faeries are sadistic and murderous. Seelie faeries
merely taunt and annoy intruders, unseelie faeries take
delight in the infliction of pain and killing.
Combat: Unseelie faeries can become invisible at will, and use
this ability to follow, terrorize, and eventually ambush foes.
The mere sight of an unseelie faerie is terrifying to ordinary
mortals and has the effect of a fear spell on all observers.
Unseelie faeries fight w ith tiny weapons (swords inflict ld2
points of damage, bows inflict 1 point). The weapons are
sometimes treated with the same sleep poison used by their
seelie cousins (those hit must save vs. spell or fall asleep for
2d4 hours). Victims often waken to find themselves bound
and tormented by dozens of vvicked unseelie faeries, who
derive great amusement from the pain and suffering of others.
Unseelie faeries also ride bats or stirges into battle, attacking
with small lances fld4 points of damage) that are sometimes
treated with sleep poison.
Each unseelie faerie can cast at one spell, once per day
(noble and royal unseelie faeries are unknown). This spell can
be of any level, but is fixed (and must be determined by the
DM). Most are damaging and painful, such as magic missile,
lightning bolt, cloudkill, or monster summoning.
Habitat/Society: Unseelie faeries live in tribal communities
located in dark, twisted places, like gnarled trees, grim swamps.
and dreary, weed -infested meadow's. Their palaces, located on
small demiplanes are ugly black structures bristling with
spikes, carved skulls, and images of horrifying monsters.
They live under a malevolent anarchy, each individual
doing as he or she pleases, usually the behest or under the
control of the individual with the most powerful magical abil¬
ities, These individuals often style themselves king, queen, or
emperor, but they are just as often deposed.
The unseelie faeries have always fought their seelie cousins,
and will attack them on sight. Their battles rage the length and
breadth of any sylvan area they share, and woe be unto any
travelers caught in the middle.
Grief comes to anyone caught in unseelie territory after
nightfall. They are merciless with captives, often inflicting evil
torments before finally killing the victims. Even those who
escape have problems — they are often polyrtorpited, with the
head of a goat and the legs of a beetle, dancing, itching, or
la ughing uncontrol labiy
Ecology: Though the unseelie faeries seem to gain their suste¬
nance from the tiny denup lanes where their palaces are
located, they have a significant effect on the surrounding
lands: hunting animals for the fun uf it, despoiling pleasant
glades, felling trees, and attacking travelers. Experienced
explorers know the signs of nearby unseelie activity: twisted
and blackened vegetation, animals killed and left to rot,
smashed trees, and poisoned water. Those familiar w ith syl¬
van woodlands are always careful to avoid such regions.
106
Squealer
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Temperate forest tropical jungle
Very rare
Solitary
Day
Carnivore
Low (5—7)
Nil (C)
Neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACOr
NO, OF ATTACKS:
DAM AGE/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
4
9, Climb IS
10
11
4
Id6-H6/Id4+1 71d4+l /ld4+l
Drop, hug, rear daws for 1J4+1 each
Camouflage
Nil
L (8-9' tall)
Steady (11-12)
8,000
A squealer is a grotesque creature with a piggish face and
leathery skin over which a fine coat of green and brown fur
forms variegated patterns. A squealer has two legs and three
arms, all ending in daw s. Two arms are 4 feet long, while the
third, which sprouts from the predator's back, is 5 feet long.
In addition to the shrill cry which gives them their name,
squealers have a highly developed range of vocalisations. The
why creatures can imitate the sounds of wounded animals, as
well as those of humans and demihumam, such as screams of
tenor or the cries of a baby.
squealer will end pursuit only if faced with numerous foes or
foes which are much larger than the squealer itself.
if a squealer is not especially hungry when it catches prey, it
may attempt to knock or throttle its victim unconscious, then
secure it to a tree trunk with vines.
Combat: Squealers are crafty and prefer using their voices to
lure prey into ambush. The squealer's coat makes it difficult to
see in the trees; opponents receive a -2 penalty to surprise rolls.
Once a victim is in range, the creature either drops on its prey or
drags it into the trees. Dropping on a victim requires an attack
roll and causes 5d4 points of damage.
When on the ground,, or when using its legs to hang from a
tree limb, the squealer attacks with its teeth and its three fore¬
claws, When a squealer hits with its third arm, it hauls its vic¬
tim into the air and continues to bite and claw.
A squealer may instead use its third arm to hang from a
tree, attacking with its teeth and other arms, If the squealer
hits with both its other arms, it pulls the prey into a hug, then
bites while raking with its rear claws. The hug causes 2d4
points of damage per round the prey is held,
A victim being held or hugged loses all Dexterity' bonuses to
Armor Class; held prey receives a -2 penalty to attack rolls,
while a hugged victim is unable to attack unless already hold¬
ing a small weapon. Held or hugged prey must make a suc¬
cessful bend bars roll in order to break free.
The squealer can carry up to 500 pounds, either with its
third arm or clutched with the other two. Once a squealer has
captured a v ictim, it will often climb higher to avoid competi¬
tion. One of the squealer's favorite tactics is tt> take prey high
into the trees and then drop them to the forest floor. It is espe¬
cially likely to do this to a victim which causes it pain.
If intended prey eludes a squealer's initial trap, the predator
will pursue tenaciously staying in the trees. The squealer's five
limbs allow' tt to climb quickly through the foliage. Squealers
can also leap as far as 30 feet horizontally or 15 feet vertically. A
Habitat/Society: Squealers inhabit only forests w here trees an?
close enough for them to maneuver through the branches with
ease, They make leaf and branch nests high above ground
Squealers are solitary and mark their territory by clawing
deep gashes into trees at the edge of the area they claim. How ¬
ever, during a brief mating season in the spring, pairs of
squealers may be found together. At such times, the squealers'
bloodlust runs high, and they are more likely to attack.
The female squealer is indistinguishable from the male. When
ready to give birth, a female travels to the male s territory. After
delivery, 2-5 infants are placed in a pouch in the male's
abdomen. When they emerge several months later, they climb to
the highest branches, venturing back down only to feed on their
father's leftovers or bound victims. When fully grown (in about
a year), they are driven from the area by their father.
A young squealer has the same Armor Class and Hit Dice as
an adult, but has only 1 or 2 hit points per Hit Die. It cannof
use its daws effectively but can bite for ld4 points of damage,
Ecology: Squealers prefer fresh prey and sometimes save vic¬
tims for a while. Some squealers even feed their captives, keep¬
ing them alive for days. They cure little for treasure. However,
since a squealer generally carries its prey to a place near its lair
to feed, the ground below is often littered with valuable objects.
If infant squealers are removed from an adult's pouch r they
will live only if kept warm and fed chewed meats. Young
squealers can be trained as guards if raised from infancy An
untrained squealer is worth up to 3,000 gp, while a trained
specimen could bring as much as 1 0,000 gp. Trained squealers
can learn several commands and are very loyal
107
Turtle, Giant
CUMATF/TERR A IN¬
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE-
TREASURES
ALIGNMENT:
Sea, Giant
Any sea
Uncommon
Solitary
Any
Omnivore
Non- (0)
Nil
Neutral
Snapping, Giant
Lake or river
Uncommon
Solitary
Any
Omnivore
Non- (0)
Nil
Neutral
NO, APPEARING:
1-3
1-4
ARMOR CLASS-
2/5
0/5
MOVEMENT:
1, Sw 15
3, Sw 2
HIT DICE:
15
10
THACQ;
5
11
NO. OF ATTACKS:
1
1
D AMAG E/ATTACK:
4d4
6d4
SPECIAL ATTACKS:
Upset craft
Surprise, jaws
SPECIAL DEFENSES:
Hide limbs
Hide limbs
MAGIC RESISTANCE:
NU
Nil
SIZE:
H (50' diam.)
H (40' diam.)
MORALE:
Champion
Elite
(15-16)
(13-14)
XP VALUE:
5,000
3,000
Giant turtles are simply huge varieties of the normal species
encountered daily in the wild. They resemble their common
counterparts in every respect except for size,
A turtle is characterized by its bony outer shell. The lower
portion of the shell is known as the piastron, while the upper
shell is referred to as the carapace. It is into this shell that a tur¬
tle withdraws its legs and head when threatened. Some turtles
are incapable of completely shielding their limbs in this way;
and plaster their legs very close to the shell for protection*
Giant turtles eat whatever is available in their environment,
from living plants to all types of insects, small mammals, and
fish of all kinds. They prefer fresh green plants and live
worms, as turtles do not enjoy feeding on carrion or rotting
vegetation. Naturally such foods are fair game if the turtle is
in danger of Starvation-
Turtles have very long life spans — from 30 to 150 years,
depending on the species. They are slow-moving and thus
would rather withdraw into their shells when faced with an
enemy rather than either fight or flee* However, when harmed
or persistently molested, the strong, quick bite of a giant turtle
is a deadly weapon indeed.
Giant turtle meat is considered a delicacy in most cultures,
and U is highly nourishing and palatable* The upper shells of
giant turtles are also greatly preferred as they can be made
into small huts, strong roofs, or even boats. Without exception,
the tropical marine varieties of sea turtle are the finest tasting
and have the most attractive shells*
Giant Sea Turtle
This basically non-aggressive marine creature fights fiercely if
annoyed or threatened. The tearing bite of giant sea turtle
causes 4d4 points of damage to the unlucky victim, If one sur¬
faces beneath a small craft, there is a possibility of upsetting
the vessel. There is a 90% chance for a rowboat but only 10 %
for a longship. Adjust this base chance for other sea-gomg ves¬
sels according to the size and stability of the craft.
Hie head and flippers of giant sea turtles are Armor Class 5,
while the shell is AC 2. If the turtle withdraws its head and
flippers into its shell either for defense or while resting, all
attacks are considered to be directed against the shell.
Giant Snapping Turtle
Feared greatly for their voracious appetite and aggressiveness,
giant snapping turtles are found in large lakes and rivers.
Many myths about lake monsters were born out of sightings
of these relatively common freshwater creatures*
They lurk near shore or on the bottom, they do not swim
quickly There they remain motionless, causing a -3 penalty to
opponents' surprise rolls. They then shoot forth their long
necks (up to ten feet away) to grab their prey* Once a victim is
bitten (for 6d4 points of damage), he is invariably grabbed by
the powerful jaws. Only a successful bend bars/lift gates roll
frees one from the vicious mouth, as spells cannot be cast or
weapons used at these times. Meanwhile, bite damage is auto¬
matic each round while grabbed. When the victim becomes
unconscious, the giant snapping turtle throws back its head,
gently tossing the victim into the air a few feet, then down into
the open gullet of the beast
The lightly plated heads and limbs of these monsters are AC
5 when extended, but the shell affords AC 0 protection to the
body, and to the limbs if retracted.
Other Giant Turtles
Other varieties of giant turtles are known or rumored, including
a desert turtle much like the giant snapping turtle but adapted
to arid regions, and there are legends of an ocean-going sea tur¬
tle of such size that it was mistaken for a small island!
108
Umpleby
CLIMATE/TERRAIN:
Temperate forest
fi
FREQUENCY:
Very rare
ORGANIZATION:
Solitary
ACTIVITY CYCLE:
Day
DIET;
Herbivore
■1
WM
INTELLIGENCE:
Low- (5-7, but see below)
TREASURE:
Special
M
ALIGNMENT:
Neutral
<JL Wp
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1-3
4
9
6
15
1
ld4
Electrics i shock, nets
Immune to electrical attacks
Nil
L (8' tall)
Elite (14)
420
The umpleby is an eight-foot-tall, 400 pound walking mound
of wild, straggly brown hair Lips and eyes can be discerned
on its face, but every other part of its body is covered with fur.
When encountered in its native temperate forest, the
umpleby will neither attack nor try to hide, but will just stand
stupidly and stare,
The umpleby can speak common in a halting fashion, but
will rarely do so; in general it is an uncommunicative creature.
Combat: The umpleby will defend itself if attacked, but usually
will not fight either for or against an adventuring party. When it
does attack, it strikes with its hands for ld4 points of damage.
The umpleby often makes nets out of its own hair and stores
them by wrapping them around its waist. It can throw such a
net 30 feet, It will use its nets or its special electrical attack only
If threatened.
The umpleby stores large quantities of static electricity in its
body Each day it can deliver a total of 50 hit points of electri¬
cal damage simply by touching its opponents, A normal attack
roll is required unless the victim is unsuspecting. Metal armor
of any type is considered Armor Class 10 with regard to this
attack, though appropriate magical and Dexterity bonuses still
apply. The umpleby can deliver all 50 points of damage in one
strike, or it may regulate the amount of electrical damage it
inflicts, usually conducting IdS+S points of damage.
When it delivers the 50th hit point of electrical damage, the
umpleby immediately goes to sleep, recharging its static elec¬
trical charge as shown on the table. The creature is, of course,
immune to electrical attacks.
Sleep
Less than 1 hour
1-4 hours
4-8 hours
8+ hours
Static Charge Restored
4d4 points
25 points
37 points
50 points
Habitat/Society: An umpleby usually lives in a cave or hole
dug into the earth or into the side of a hill. It is a rather stupid
creature, and solitary by nature; the umpleby attention span is
too short to be interested in forming a community Occasion¬
ally, a male and a female umpleby will encounter each other in
the forest and band together just long enough to bear a young
one, They stay together until the "baby" wanders off one day
and doesn't come back, then they lose interest in each other
and wander off themselves. No more than three umplebys
have been seen together at one time
Umplebys love shiny and sparkling treasure, and can detect
large amounts of precious metals and gems (more than 1,000
coins or 50 gems) up to 100 feet away, even through solid rock.
These shiny objects are among the few items that will hold an
umpleby Fs attention for any duration. It keeps a huge treasure
trove of these items in its Lair, but it will never reveal the lair's
location, even if threatened with death (though charm monster
may overcome this reluctance).
On meeting a party of adventurers, an umpleby will often
simply shamble along with them, neither helping nor willing
to be left behind. It constantly gets in the way and seems inca¬
pable of moving in silence.
An offer of food and water will ensure instant and total loy¬
alty to its benefactor, as the umpleby is incessantly hungry and
thirsty. This loyalty includes help and possibly advice, and
will be broken if the benefactor does not reward the umpleby
with a reasonable proportion of any coins or gems discovered
as a result of its aid. If insufficiently rewarded, the umpleby
will leave; if pursued, it will refuse fWther cooperation.
Ecology: Umplebys are primarily vegetarians, eating berries
and fruits from the trees. If befriended by an adventuring
party they will eat almost anything that is given to them.
The umpleby's hair is very tough, and 50% more difficult to
cut, break, or bum than Lhe cords of a magical web. An intact
umpleby net can bring as much as 100 gp.
Because of the umpleby's ability to shock, few creatures tan¬
gle with them, Blue dragons regard them as light snacks, and
sometimes venture out of their desert homes to enjoy one.
Umplebys regard volts as particularly horrid pests.
109
Vizier’s Turban
CLIMATE/TERR AIN:
FREQUENCY:
ORGANIZATION:
ACTrVlTY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Any land
Very rare
Solitary
Any
Special (see below)
Genius (17-18)
Nil
Any
NO- APPEARING;
1
ARMOR CLASS:
See below
MOVEMENT:
3
HIT DICE:
See below
THAC0:
Nil
NO. OF ATTACKS:
Q
DAMAGE/ ATTACK:
0
SPECIAL ATTACKS:
Nil
SPECIAL DEFENSES:
See below
MAGIC RESISTANCE:
See below
SIZE:
S (2'-4' long)
MORALE:
Elite (13-14)
XP VALUE:
2,000
The vizier's turban is a symbiotic creature which attaches
itself to a wizard. It pros ides its partner with greatly enhanced
spellcasting potential and magic resistance, In return, the wiz¬
ard agrees to a permanent loss of hit points, which are used by
the creature to sustain itself. The potential power to be gained
by bonding wish a vizier's turban far outweighs the sacrifice
to the wizard. The vizier's turban cannot bond with a sha'ir
(desert mage specializing in genies).
A vizier's turban looks like a turban (of anv color) secured by
two bright jewels (its eyes) Its skin resembles fine doth. Tt can
change color to suit its partner's attire and can reshape itself
somewhat to look more like a scarf or veil for female wizards
who prefer such attire to turbans. A vizier's turban enjoys
watching what goes on around it from its vantage point atop its
partner's head and communicates telepathically with its host.
The w izard decides how many hit points (up to a maximum
of 10) to permanently give up to his or her vizier's turban. One
hit point may be given to the symbiote whenever the wizard
gains a new level, so it is possible to find an llth-level wizard
whose vizier's turban has 10 hit points, or a 9th- level wizard
who has one with only 2 hp. The number of hit points the
sy mbiote has is a function both of how- many its wizard sacri¬
fices to it and at what point in the wizard's career the vizier's
turban met and bonded with the wizard.
Combat: Vizier's turbans make no attacks and cause no dam-
iige. For all practical purposes, the vizier's turban and its host
function as a single being. The symbiote is content to let its
partner control the thinking, movement, and body functions.
It will give advice only if specifically asked*
The potential power which a vizier's turban can bring to its
wizard is a function of how many hit points it has. It saves as a
wizard of the same level as it has hit points, so a vizier's turban
with 4 hit points would save as a 4thdevel wizard. If also pro¬
vides its host with 3% magic resistance for every 2 hit points it
has, up to a maximum of 25%. Vizier's turbans cannot have
more than 10 hit points; extra hit points sacrificed to it are lost
as if the wizard were wounded and can be healed normally
For ever) hit point it receives, the creature enhances its cho¬
sen wizard's spellcasting abilities, as detailed on the following
chart:
1 hp - One extra 1 st-level spell per day
2 hp - 5% magic resistance
3 hp - One extra 2nd-level spell per day
4 hp = 10% magic resistance (total)
5 hp - One extra 3rd -level spell per day
6hp - 15% magic resistance (total)
7 hp - One extra 4th- level spell per day
8 hp = 20% magic resistance (total)
9 hp = One extra 5th -level spell per day
10 hp - 25% magic resistance (total)
The maximum benefit a wizard can derive from a vizier's
turban is thus one UK one 2nd-, one 3rd-, one 4th-, and one
Stb-levef spell per day plus a magk resistance of 25%. Vizier's
turbans do not know any spells themselves,, nor can they give
their partners access to spells the wizard does not already
know or is not usually allowed to cast. Ail restrictions as to
elemental provinces, spell schools, and other limiting factors
remain in force. The vizier's turban in no way allows its part¬
ner access to clerical spells, nor does it enhance such spells
should its partner be a wizard /priest These symbiotes pro¬
vide no benefits to sha'irs at all and cannot bond with them.
Damage to its host from weapons, whether normal or magi¬
cal, has no effect on a vizier's turban, Even if struck directly by
a weapon, the damage passes right through the creature and
affects its host instead. Secondary effects which emulate spell
effects (such as an electrical attack which occurs when the
sword strikes) are handled similarly to magical attacks against
the symbiote or its host.
Spells and magical items which produce spell-like effects
may affect a vizier's turban, Single target spells (such as charm
person) and nondamaging area-of-effect spells (such as cteos)
have no effect on a vizier's turban, even if the creature is the
primary target of such a spell. If Its partner fails the magic
resistance roll provided by the vizier's turban and also fails his
HO
Vizier’s Turban
or her saving throw vs. a damaging area-of-effect spell, then
the symbiote must also make a saving throw vs, spell. If it
tails, the creature is affected by the spell as a separate entity,
which almost guarantees its demise. If it successfully saves, it
is affected as if it were a natural part of its partner, with its hit
points being the last to be hist.
For example, a host rrtage with 24 hp has given 2 hp to his
vizier's turban, leaving him with 22 hp* The mage is hit bv a
fireball for 23 points damage and fails both his magic resistance
check and saving throw, meaning he takes full damage. The
symbiote now saves and, if successful, takes only 1 point of
damage l the amount by which the spell damage exceeded the
mage's hit point total). Since the vizier's turban would still be
alive, it could find another host. Had the fireball done 24 or
more points, the symbiote would be dead. If it had caused 22 or
fewer points, the vizier's turban would have been unharmed.
Had the mage made his saving throw or his magic resistance
check, the vizier's turban would have been completely unaf¬
fected, even if its host had been killed by cumulative damage.
If Lhe vizier's turban has more than 1 hit point left at any
time that its host wizard is badly injured (be., reduced to half or
less of his hit points total), it can return all but 1 of its hit points
to its host. These regained hit points function just as if a healing
spell had been used on the wizard and had restored dial many
hit points. Once the wizard is restored to full hit points, he or
she must return these hit points to the symbiote. One hit point
is always lost permanently in this exchange, reducing the wiz¬
ard's total by 1, so this exchange is not made frivolously- Fur¬
thermore, returning the hit points to his or her symbiote
wounds the wizard for that many points of damage—damage
that can only be healed magically. The 1 hit point lost in this
exchange cannot be restored by any means short of a rcisk
HabitabSociety; There are several theories as to the origin of
vizier' s turbans. One theory suggests that the turbans are actu¬
ally lesser genies of some sort, either condemned to serve wiz¬
ards for some transgression against other genies or specifically
shaped to perform Lhe duties they do (much like tasked genies).
Another theory' contends that vizier's turbans were originally
just that- — magical headgear which somehow developed both
intelligence and a sense of self while retaining their magical
properties. The theory which has gained the most acceptance is
that the creatures were originally some sort of familiar.
Whatever their origin, vizier's turbans do not appear to
reproduce in any discernible manner, and no mated pairs have
ever been found When two vizier's turbans meet (usually
while traveling with their bonded wizards), they will greet
one another politelv but refrain from long conversation, as
though they had no interest in one another. They seem to have
no differentiation of sex, adopting a male or female outlook to
match that of their host. It has been theorized that the creature
may reproduce by fission, forming a duplicate which is then
left to fend for itself. Until it bonds with a wizard, the vizier's
turban is considered to have only a single hit point,
Though it recognizes that it is a separate being from its host, a
vizier's turban takes its personality’ and reactions to situations
directly from its partner. It will never disagree with a decision
made by' its host unless asked to give its own opinion. It has no
opinions about what spells the Wizard should study or which
ones he or she should cast in a given situation, since it does not
itself have any spellcasting talent. It does not understand and
cannot read the spells which Us wizard Warns but instead
derives a sense of satisfaction from feeling its wizard's emo¬
tional response to both learning and casting spells.
The vizier's turban seems to have no fixed ethical sense,
changing alignment to match that of its host and adopting his
or her point of view. When not with a host, the creature align¬
ment delects as being true neutral. If a vizier's turban changes
hosts, it will, change its alignment to fit that of its new host, if
different.
A vizier's turban exists on the hit points given to it and on
the companionship of its chosen wizard. It eagerly engages in
philosophical discussions with its host if the wizard initiates
the conversation. It has no need to eat or drink but does enjoy
being bathed, and it likes to rearrange itself into different
styles of turbans when given the chance.
Keenly curious, a vizier 's turban is always happy to travel
wtth its host to see new places and things. It is very observant,
though it reacts to stimuli with a never-ending sense of won¬
der rather than logically. If it sees a lion charging its wizard,
for instance, it does not warn the wizard but rather goggles at
tlie wondrous creatuTe rapidly approaching.
A vizier 's turban is least happy when separated from its part¬
ner. and mourns if it is taken off and left behind when its wizard
goes out. A vizier's turban that is ignored by its wizard
becomes depressed, and if not allowed to participate more fully
in its wizard's life will eventually' leave and seek a new partner
If a vizier's turban leaves its wizard, it takes half the hit points it
has received away with it. The wizard regains the other hit
points but permanently loses those retained by the turban.
Although they can be found almost anywhere, it takes a
keen eye and a desire to bond with one to locate a vizier's tur¬
ban. Even then, its rarity makes it unlikely that a wizard who
is not spending every waking hour searching for one will find
one. They are virtual masters of disguise since they look like
strips of material when unwound and like scarves, turbans, or
veils when posing.
This odd creature does not detect as magical but can be
found via spells or devices which detect life or alignment. Its
sense of humor is such that it is amused by the antics wizards
go through to locate it. Indeed, its attempts at disguise and
camouflage may be a test to see if a particular wizard is clever
enough to find it and therefore worthy to become its partner.
When its eyes are dosed, it is indistinguishable from any other
item of .clothing. Favorite hiding places for vizier's turbans are
at cloth markets, inside wardrobes, in rag bags, and among
caravan trade goods. Since it can change color at will, it can be
quite difficult to spot one should it wish to remain hidden.
Ecology: Vizier 's turbans have no real effect on their environ¬
ment other than upon the wizards they bond with. They
occupy a unique nidie. No one has ever seen a vizier's turban
die of natural causes, so it is impossible to estimate how long
they live. They might even be immortal.
Ill
Wall-Walker
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Subterranean
Uncommon
Hive
Any
Carnivore
Low (5-7)
Nil (B)
Lawful evil
NO. APPEARING:
1-2 (4—16)
ARMOR CLASS:
3
MOVEMENT:
9, Cl 12
HIT DICE:
6
THACO:
15
NO. OF ATTACKS:
3 or 1
DAMAGE/ATTACK:
2dl2/2dJ2/2d8 or special
SPECIAL ATTACKS:
Paralyzation
SPECIAL DEFENSES:
Psionics, immune to fire
MAGIC RESISTANCE:
NO
SIZE:
M (5r long)
MORALE:
Elite (13-44)
XP VALUE:
1300
PSIONICS SUMMARY:
Level Dis/Sci/Dev
Attack/Defense Score
2 1/2/6
— /MBk 11
Ga irsen tie rice— Devotions: feel light, feel sound.
Psychometabolism — Sciences: shad o w- form;
Derations; catfall, chameleon power.
Telepathy— Devotions: contact, mind blank.
Wall-walkers, subterranean predators that live in underground
caverns and passages, are named for their climbing ability.
They combine many of the characteristics of spiders and large
reptiles. WaU- walkers have a reptile's armored scales, a spider's
eight clawed legs, sharp fangs, and a stinging tail.
Wall- walkers communicate among themselves via sounds
made by rubbing their legs together. No intelligent creatures
have yet learned to communicate with them or figured out how
to interpret the scraping sounds they make, like daws on slate.
Combat: With its psionk powers, a wall-walker can blend into
the scenery. Its scales take on the texture and color of any
nearby rock surfaces, ruined walls, or fungi, These predators
use their psiomc powers to track and stalk victims.
Wall-walkers hunt alone or in pairs. They use their climbing
skills to best advantage, following prey from overhead or
along a side wall. When a wall- walker has an opportunity to
attack with surprise while on the wall or ceiling, the prey has a
—2 penalty to its surprise roll
When operating as a pair, the wail-walkers strike in separate
rounds. This is to make best use of their surprise bonus and
stinger attacks. When alone, a wall-walker usually waits until
its prey is separated from any companions before attacking.
A wall-walker typically attacks by leaping forward, spinning
around, and stabbing with its stinger. A successful hit causes
no appreciable damage, but the victim must make a saving
throw vs. poison or be paralyzed for ld6 rounds. If the saving
throw is successful or the stinger misses, the victim can strike
at the rear of the wall- walker with a +2 bonus. If the saving
throw is failed, and the wall- walker is not otherwise engaged,
it will move very dose and stare into the eves of a paralyzed
victim, moving its mandibles back and forth in a threatening
manner, its gaze displaying intelligence and malevolence.
After its initial stinger attack, the wall-walker usually aban¬
dons its stinger attack in favor of its daw /daw /bite routine. Its
claws each inflict 2d6 points of damage, its bite inflicts 2d4
points. If faced by a foe it cannot defeat, a wall-walker will flee
to find other, more easily bested prey
Habitat/Society: Wall- walkers build hives inside the walls of
caverns. They use their powerful claws to scoop out rock and
dirt, which then is deposited in great heaps at the base of the
wall. They range far and wide through the Underdark, seeking
prev to feast upon and bring back to their hives. Wall-walkers
can he encountered not only in the larger caverns, but in the
tunnels connecting the caverns to each other as well. All of the
Underdark is their hunting ground, and they consider almost
everything that passes near them to be prey
A wall- walker delights in frightening and playing with its
prev before moving in for the kill, and it uses all of its powers
to accomplish this.
Ecology: Tile wall-walker constantly looks for a steady supply
of food, and it takes great pains to protect its hive and its young
from other predators. Its one closest competitor is the kalin. If a
wall-walker and kalin come within sight of each other, a terrible
battle usually breaks out. In fact, a pair of wall-walkers will go
out of their way to attack a nearby kalin.
The scaly hide of the wall-walker can be used to craft armor
and weapons. In many ways, the scaly hide of a wall-walker is
superior to many other hides due to its toughness, suppleness,
and relatively light weight
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Temperate and subtropical forests
and caves
Very rare
Flock
Day
Carnivore
Semi (2-4)
Nil
Neutral
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMACE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
12-48
8
3, H 18 (B)
J4
20
1
1
Webs, egg insertion
Nil
Nil
S (5" long, T wingspan)
Unsteady (5-7)
65
The name "webbird" is actually a misnomer resulting from this
creature's feathered appearance and ability to fly The webbird is
actually closer to an arachnid or insect in its biological make-up.
A w ebbird has two wrings, two lower legs used for perching, and
two smaller hooked appendages for grasping. In addition, it has
a five inch w'hip-like tail, and a two-inch, featherless egg-laying
appendage which sprouts from its chest. The webbird' s slitted
mouth holds bony ridges that serve the same purpose as teeth.
A webbird 's tough, hairlike feathers are black, except on the
underside of the creature's wings, where they form "eyes/'
These feather patterns, three per wing, are sightless and bright
green; they have developed as a protective measure to make
the webbird appear larger to predators.
Combat .Although capable of inflicting only one point of dam¬
age with their mouths, webbirds are formidable opponents.
VVebbirds attack in large groups (12 to 48 individuals), and will
assail even large or well-armed creatures.
VVebbirds fear fire and will not attack anyone carrying an
open flame such as a torch. A flock of webbirds will also
refuse to approach larger blazes such as bonfires.
When attacking, a webbird emits a strand of webbing from
its tail. This sticky strand, ld6+6 feet long, is extremely strong
and capable of immobilizing even human-sized creatures.
When a flock of these creatures attack with their webbing, each
victim must save vs. paralysis or become entangled and immo¬
bilized, For every three web birds attacking an individual, that
victim's saving throw is reduced by one. For example, if nine
webbirds attack a victim, that individual must save vs. para-
lyzation with a -3 penalty to the roll.
Entrapment lasts ld4-t-4 rounds, though a being with a
Strength of 18 or more can break free in one round. A webbird's
webs are immune to fire, but wine (or other alcoholic liquid)
will dissolve the material in one round. A standard wineskin
holds enough wine to free one human-sized creature, or two of
smaller than man size. Entrapped creatures cannot attack or
cast spells, and they lose all Dexterity bonuses to Armor Class,
After w ebbirds hav e immobilized a victim, members of the
flock will land on their victim to feed and lay eggs. Generally
speaking, 1 to 3 webbirds will land and begin nibbling on the vic¬
tim, each causing 1 hit point of damage per round. In addition, 1
or 2 webbirds will land and insert their chest appendages into
any exposed flesh on the victim, injecting 2d4 eggs. THs causes
no damage to the victim but in ld4+2 turns the eggs hatch,
becoming grubs which immediately begin feeding voraciously.
Each grub causes 1 hit point of damage per round, eventually
killing the host. Excruciating pain results from the feeding
process, preventing the victim from taking any action, including
attacking, defending, or using spells or psionics.
Within seven turns after the victim's death, fledgling web¬
birds (with the same statistics as adults) emerge from the car¬
cass. A cure diseme spell will kill the grubs, as will burning the
body before the fledglings emerge.
Habi tat/Society: Webbirds build nests of webbing, forming
lairs in cave mouths or trees. They are always found in large
groups because they prefer the safety of numbers.
Webbirds often inhabit the same cave as a community of
stirges. Since webbirds are active by day, and stirges are noc¬
turnal, one group Is always alert. During dawn and dusk, both
groups tend to be active, and attacks on travelers are most
likely to occur at these times. Such combination attacks are
always exceedingly hazardous to passersby.
Each webbird is both male and female, so is able to produce
eggs. The life cycle of the webbird is short and vicious. Its
lifespan is no more than one year, and it spends almost all of
its energy in the search for food and hosts for their eggs.
Ecology: Webbirds are carnivores who feed primarily on car¬
rion, including the remains of the hosts for their grubs. Their
small, sharp mouth ridges are perfectly adapted for rending
flesh. Often a flock of webbirds will leave only a pile of bones
as evidence that an attack has occurred.
It is rumored that some drow elves keep webbirds as guards
and as a means of disposing of the bodies of the dead.
Mages aie know n to covet the tails of w ebbirds for use as
components for mb spells.
113
Wraith-Spider
CLIMATDTERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Any
Rare
Pack
Night
Special
Average (8-10)
Incidental
Lawful evil
NO. APPEARING :
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
3-18
5
15, Wb 18
3+2
17
1
ld4
Energy drain, poison
Silver or +1 or better weapons
15%
M (4' diameter)
Champion (15)
1,400
Wraith-spiders appear as vaguely formed dark spider shapes
whose eight legs trail off into dark mist. They have no physical
substance, being more shadow and mist than spider. They
attack with mandibles that appear insubstantial, but leave vis¬
ible wounds. Their bodies are circled with glowing red pin¬
prick-eyes that look in all directions simultaneously.
They speak no language of their own and do not respond in
any way to a speak with dead spell. They seem to communicate
with each other on some instinctive level to coordinate attacks
in pack formations, though this is non-verbal in nature.
They understand orders given in the common tongue or
draw, and can be commanded by those with the ability to
command or control imdead. They are always encountered as
the servants of some more powerful creature.
Combat: Wraith-spiders cause damage by several methods.
Their bite causes ld4 points of damage from chilling cold;
each bite also drains 1 level of experience from an opponent
This affects hit points and all abilities connected with that
level such as combat ability or spellcasling. Lost experience
levels can only be regained by earning new experience or by
the restoration spell,
A wraith- spider's bite also injects a poison. This poison
remains active for 2-5 rounds and drains 1 point of Constitution
each round it is active. The victim must roll a successful saving
throw vs. poison each round to escape the poison's effects for
that round. A neutralize poison spell alleviates the effects of the
poison entirely removing it from the victim's system and restor¬
ing any lost Constitution points. A slow poison delays the effects
of the poison for the duration of the spell but will not restore
Constitution points already lost. Constitution points can be
regained at the rate of 1 per week; a heal spell restores 1-4 points
per spell. Victims drained of all Constitution points die and
have a 25% chance of becoming wraith-spiders themselves.
Characters slain by wraith-spiders can be returned to life with a
heal and a resurrection spell cast in that sequence.
These creatures are immune to cold- based attacks and steep .
charm, and hold spells. Normal weapons do no damage;
wraith-spiders are affected only by silver weapons or magical
weapons, Holv water vials thrown at these creatures inflict
2d4 points of damage {as add) against their imdead forms. For
unknown reasons, raise dead spells do not affect these creatures
as they do other wrraiths, having no effect at all
Wraith-spiders are turned as shadows.
These creatures create webs that glow with an eerie dim
green light. Anyone touching a web will sustain ld4 points of
damage from the numbing cold of the strands. Characters in
contact with the webs must also make a saving throw* vs, para-
lyzation or be immobilized by the web for 1-6 rounds, sustain¬
ing cold damage for each round in the web. Like the
wraith-spiders themselves, the webs cannot be cut by normal
weapons; they can be cut only by silver or magical edged
weapons, or broken by a successful bend bars /lift gates roll.
Habitat/Society: Wraith- spiders were originally created as
guardians of treasure or as guards for a particular area of a
drow stronghold. Even under someone else's control, they
tend to guard treasure well, any treasure left by their victims
being added to their original cache. Wraith-spiders are usually
encountered in packs since they are created in groups. How¬
ever, since they do not always turn victims into more wraith-
spiders (though there is speculation on what happens if a
normal or giant spider is killed by them), they are sometimes
encountered alone as attrition takes its toll.
Ecology: Wraith-spiders have no goals or purposes other than
to perform their guard tasks and slay the living. Since they are
not free to roam at will, they have little effect on the natural
order. It is rumored that a wizard named Muirai created them;
however, it is more Hkely that the wraith-spiders were created
years before by the drow for their wars against the duergar.
114
Yak-Man (Yikaria)
CLIMATE/TERRAIN-
FREQUENCY:
ORGANIZATION;
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Mountains
Very rare
Priesthood
Day
Omnivore
Average to Genius (9-18)
P(D)
Neutral evil
NO, APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO, OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1 or 1-4
4
9
5
15
I
IdlG or by weapon
See below
See below
10%
L (8‘ tall)
Elite (13-14)
L400 (Leader: 2,000)
Yak-men Uve in the highest mountains, comfortable among
the foreboding heights and deep, hidden valleys of the most
inaccessible ranges, Here, they maintain their petty empires,
ruling all other life forms within their borders.
Yak-men, known among themselves as Yikaria (the "Lucky
Chosen" in their native writing) are ogre-steed humanoids
with broad shoulders. Their heads are like those of disgrun¬
tled yaks, complete with curved horns and uniformly dour,
sullen expressions. Male or female, their bodies are coated
with thick fur and hair Female yak-men are more slender, but
otherwise they are very similar to the males in appearance;
many outsiders cannot tell them apart. Roth sexes wear long
flowing robes and occasional!)' turbans. Aii carry staves, some
of which are magical,
Combat: Yak-men have a number of powers that make them
deadly opponents. They can use magical items regardless of
normal magical abilities. Their leaders are spellcasters. They
have the natural power to summon and command dao genies.
Lastly, they boast a spelHike ability' similar to the 5th-Jevel
wizard spell, magic jar, Each power is explained below,
% Magical items. All yak- men can use magical items, includ¬
ing items that are normally restricted to one class, Tf the item
raises benefits and abilities that the yak-man doesn't have—
for example, a magical device that doubles the number of
spells learned — the vak-man gains nothing, However, If the
item bestows a new power, the yak-man can gain that power.
These creatures are particularly attracted to magical slaves.
As a result, in any encounter, there is a 10% chance that one
yak-man has a magical rod or staff of some type. Yak-men are
always fully capable of using such items and rarely hesitate to
do so,
• SpeUcasting leaders. Yak-men leaders have no more Hit
Dice than other yak-men, but they do have priest abilities that
range from 1st to 10th level. They worship their own
"Forgotten God (see Habitat /Society), All spheres except
plant and summoning are available. At 9th level, leaders
become high priests of the faith and gain wizard spell abilities.
Wizardry is performed as if they were of a level matching their
priest abilities (they begin with 5th- level spells). Upon gaining
wizard powers, high priests typically become members of the
royal court and advisors to their emperor.
% Commanding duo. Each yak-man can summon a dao once
per day, provided the yak-man does not already have a dao
under his or her command. The dao becomes a slave; it must
perform all actions that its master commands until the yak-
man decides to release it or until the sun has risen twice,
whichever comes first. Yak-men are wise enough not to
demand tt'isJ/cs, however. Instead they are content to exploit
the dao's other impressive abilities, (the emperor of the yak-
men uses dao as thugs, as well as a messenger service and spy
network, with which to maintain control throughout his
empire,)
The dao> of course, hate their imprisonment, but they take
out their anger and frustration on the yak-men's enemies. No
dao can attack a yak-man — not even a dao summoned by a
yak-man's enemy. Dao summoned by others will, however,
retain their Initial loyalties. Under certain conditions, a dao
may manage to harm a yak-man indirectly' — by giving infor¬
mation to his enemies for example.
115
Yak-Man (Yikaria)
% Unique magic in r The yak-men's most frightening weapon
is their unique magic jar attack (which resembles the spell).
With this power, a yak-man literally crawls under another's
skin, controlling the foe's body, wreaking havoc, and becom¬
ing a spy for evil yak-men masters. The yak-man's magic jar is
a touch attack. It takes two full turn $ to take effect, during
which time the victim usually must be restrained. (Restraining
actions are often cloaked in ritual, but the typical chanting and
incense-burning ceremonies are entirely optional.) To fend off
this insidious attack, the victim must make a successful saving
throw vs, spell w ith a -4 penalty* (cumulative with any other
modifiers in effect).
Yak-men use this ability solely against humans, demi hu¬
mans, and humanoids— including elves, dwarves, ores, and
giants, but excluding genies, monstrous creatures, mind-flay¬
ers, and animals. When occupying another's flesh, a yak-man
gains access to all of the victim's memories and knowledge.
(This exceeds the power of the magic jar spell.) Although the
yak-man retains his own powers, he does no! gain any of the
victim s magical, spell -like, or psionic abilities. The victim's
life force is cast into the furthest reaches of the yak-man's own
mind and kept unconscious there until it is returned to its nor¬
mal state (or slain), Meanwhile, the yak-man's mind takes full
control of the victim's body. Outwardly, the body does not
change. Detect magic and the like cannot detect the yak-man's
presence nor can a sha ir (desert wizard) detect genie-work. A
"wise woman" can sense something false about the affected
mortal, but even she cannot recognize this falsehood as a yak-
man’s work unless she has dealt with this creature before.
The magic jar effects can be dispelled as the spell of the same
name Furthermore, a yak-man can choose to return to his
own body at any time, at will, regardless of distance. The orig¬
inal Life force regains consciousness. If either body is slain,
then both the vak-man and the inhabited character perish
immediately. A yak-man will flee an endangered mortal form
to preserve his own life.
Habitat/Society; Most yak- men cities occupy the peaks of the
highest mountains. An average city holds several thousand
yak-men, plus five or six times that many slaves. Even the
poorest yak-man keeps a servant or two, and slaves are the
yak-men's common currency. Buildings and other structures
are made from a gray, greasy- textured stone that dao import
from the Elemental Plane of Earth, The walls of a yak-man city
rival those of the strongest human settlements.
Outposts of this brutal society lie in the narrow vales below
the mountain peaks, each housing 11 to 20 yak-tnen. The num¬
bers may seem scant, but a single outpost can dominate an
entire valley, for it has the aid of 1 to 10 dao and 10 to 40 local
enslaved warriors. The yak-men demand a portion of the low¬
land population as tribute for their "wise and benevolent"
rule. Those who disagree with this attitude are destroyed.
Their lands are given to slaves who are more receptive to they
yak-men's will — that is, slaves willing to sacrifice a portion of
their families to help ensure the remainder's survival.
Yak-men function as a unified, malignant theocracy All are
fanatical followers of their Forgotten God (a name used by
outsiders: the yak-men 's own name for their god is unknown).
The worship of this savage deity directs their lives. The
Forgotten God takes the general form of a yak-man, but the
deity's face is worn smooth into a featureless mask. Great stat¬
ues of the faceless god dominate yak-men temples, which
occupy the highest crags of their home mountains.
The yak-men's dark deity is appeased by sacrifice, which
the followers carry out by offering slaves in the "Manner Ele¬
mental" — that is by fire (immolation), earth {live burial), water
(drowning), or air (throwing the victim off a mountain). Daily
sacrifices ensure the ongoing benevolence of the deity. These
hideous acts also strengthen the vak-men's domination of
their land, since a slave who disobeys today almost certainly
will meet his or her death on the morrow.
It was the Forgotten God who enabled the yak-men to
enslave the dao. In a legend told by bards, it is said that the
Forgotten God once journeyed to the Elemental Plane of Earth.
There, through guile and deception, the deity defeated the ruler
of the earth elementals. The price of that defeat was harsh: the
dao were forced to serve the Forgotten God and its minions —
and forbidden to attack them— for "a thousand years and a
year." (It is unclear who much of the sentence has passed, but
sages are confident it will continue for centuries to come.)
Of late, the rest of the world has begun to interest the yak-
men, who see it as a source of new slaves and power. A foray
into civilized realms typically involves a single scout or a
party of one to four. A dao may accompany each vak-man. If a
yak-man leader is present (10% chance), then any accompany¬
ing dao is noble.
For a single scout, the mission is usually reconnaissance —
helping yak-men gauge the strengths and weaknesses of their
potential foes. Nearly all scouts are convicted criminals hop¬
ing to earn a new life among their fellow yak-men. (If they die
on duty, it hardly matters.) Should the scout return to the
home dty with some remarkable treasure or an extraordinary
parcel of slaves, his crimes will be forgiven, These scouts fre¬
quently make deals with evil humans. A single yak-man may
return home with a caravan of servants, kidnapped or stolen,
or with some other treasure, similarly "hot;"
A party of yak-men in civilized lands usually has a mission
involving the members' magic jar abilities. They seek to kidnap a
mortal or two and then Inhabit their skins. (At least one vak-man
guards the bodies of his or her companions.) Such spies strive to
infiltrate the local ruling class; taking the place of a well-posi¬
tioned serv ant or slave is a popular tactic, (it's more difficult to
imitate someone with power or unusual ability.) After the mis¬
sion is completed, when it's time for entertainment, a yak-man
may force the inhabited body to run amok, spreading chaos,
only to abandon control at the correct moment, leaving the con¬
fused mortal to pay the price for the yak-man's actions.
Ecology: Yak- men have an inherent drive for knowledge, par¬
ticularly dark knowledge that may serve to corrupt or domi¬
nate others. Knowledge that yak-men cannot gain or use
immediately is to be destroyed. Unsentimental by nature, yak-
men parents pack children off to communal creches once they
are weaned, never to recognize them again. Yak-men feel no
loyalty to their families — only to their god and to their inher¬
ently superior race as a whole.
Outsiders know little of the yak-men. For the most part they
have remained within the coniines of their lands, content to
enslave or kill whomever enters it. To the other intelligent
races, they are mysterious figures, treated as "boogie men" — a
scary race of evil, ruthless, unenlightened, powerful savage
who threaten the security of neighboring lands. The reputa¬
tion is warranted.
All other races are slaves at best to the yak-mere — even dao.
There are rumors that dao leaders are working in conjunction
with the Forgotten God, helping that deity facilitate its own
besting other genie lords and the temporary enslavement of
their races.
116
Zorbo
CLIMATETTERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Any nan-arctic land
Rare
Soli tarj-
Any
Carnivore
Semi- (2-4)
Nil (P,Q, X)
Neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO:
NO, OF ATTACKS:
DAMAG E/ ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1-4 (10-60)
7 (base, see below)
is, a 9
4+2
17
3
Id4/ld4/ld2
Absorption
Drain magical protection
20%
S (3' tall)
Steady (11)
420
More than one traveler has been lured to his death by mistak¬
ing this creature at a distance as a cuddly, black-and-white
koala bear. Such a mistake becomes painfully obvious when
the creature attacks. They are semi -intelligent* only those able
to communicate with bears can communicate with them.
Combat: The zorbo frequently takes advantage of its absorp¬
tion ability before attacking, for example, moving near large
rocks to absorb a good Armor Class value. This absorption
process requires one round, during which time the zorbo
presses itself against an object. This activity is similar to that of
a bear scratching its back on a tree. In fact, this action is a sign
of aggression and not an indication of playfulness.
Absorption does not harm the object whose Armor Class is
being absorbed The absorbed Armor Class lasts for 1—4 hours.
The ability grants the zorbo an AC rating based on the chart.
AC Rating Rein Order of Absorption
7 Earth Shield
6 Rock Crystal, Ice Armor
5 Wood Bracers
4 Soft Metal (jewelry, gold) Cloaks
3 Hard Metal (swords, shields) Rings
0 Stone Passive Items*
* These include magical Items like a staff ofpozver or bug sword , +4
defender that grant an Armor Class bonus In addition to their other
abilities. These items are always the las no be absorbed by the zorbo.
The zorbo’s most feared form of attack drains the defensive
magic of creatures it strikes. Each time the zorbo hits a target
protected by magical armor, a ring of protection, bracers of
defense r or similar defense, the magical pluses of the item are
added to the zorbo's AC for one full turn and the item is
turned to dust (no saving throw), if the item does not grant a
magical plus (e.g., bracers of defense), the AC adjustment to a
base AC 10 is absorbed instead. For example, a zorbo whose
current Armor Gass is 0 strikes a character wearing tracers of
defense ACS . The result is that the bracers are destroyed and
the zorbo 's new AC is -4. Artifacts are not destroyed.
If a creature is wearing multiple defensive items, determine
randomly which item the zorbo strikes or use the chart. The
pluses absorbed also count toward any saving throws the
zorbo is required to make for that turn.
Habitat/Soriety: This carnivorous beast often develops a taste
for human and demihuman flesh, and it frequently lives
where it can prey upon its favorite morsels. Such lairs typi¬
cally include small caves, hollo wed-out trees, or even large
holes that it digs with its sharp claws. While zorbos prefer the
taste of meat, they occasionally eat berries and fish.
Zorbos normally mate for life and produce one or two cubs
every other spring. If multiple zorbos are encountered, they
are most likely from a family unit After two years, the cubs
are chased away from the lair of their parents. The cubs either
find a lair of their ow n or perish in the wild.
It has been reported that in some of the deeper forests and less-
traveled lands, zorbos gather in small communities numbering
from 1(1 to 60. These communities have probably developed as a
means of self-preservation in the more dangerous lands.
Such communities are always guarded by zorbo sentries.
These vigilant zorbos are always looking for signs of preda¬
tors, but have also been known to signal for an attack on
unsuspecting passers-by. Walking too close to a zorbo commu¬
nity often incites an attack by the entire population.
Ecology: Bears seem to be a natural enemy of the zorbo,
attacking them on sight. Whether this has something to do
with the zorbo's appearance or the fact that their roar sounds
like a bear cub cry ing is subject to speculation,
Zorbo hide that has been properly treated is an ideal recep¬
tacle for enchantments. Items made of this material, soaked in
holy water and enchanted under a full moon, receive an addi¬
tional +1 on item saving throws.
1 17
Terrain Guide
Plaint downs, heath, meadow7, moor, prairie.
Savanna, steppe, tundra
Scrubt brackens, brush, bush, thickets, veldt
Forest; copses, groves, jungle, rain forest, wcxids
Rough: badlands
Hills: bluffs, dunes, ridges (gorge, rift,
valley, canyon)
Mountains: glacier, mesa, tor
Desert: barrens, flat, waste
Swamp: bog, fen, marsh, mire, morass,
quagmire, slough
Pond: lake, pool, tarn
Monster Summoning
Tables
Monster Summoning [
1 Ant, giant
2 Bat, huge
3 Beetle, fire
4 Bullywug
5 Goblin
6 Hobgoblin
7 term lame (3d4 appear)
8 Kobold (3d 4 appear)
9 Leech, glam [1 HD)
10 Muckthvelkf
11 Ore
12 Rat, giant (3d4 appear)
Monster Summoning II
1 Beetle, bombardier
2 Cenbpede, giant
3 Frog, giant or killer
4 Gnoll or Bind
5 Lamprey, land
6 Lizard man
7 Mongreimen (2 HD)
8 Mud men
9 Spider, large
10 Stirge
11 Toad, giant
12 Troglodyte
Monster Summoning HI
1 Ankheg (3-4 HDj
2 Bat, giant (mobat)
3 Beetle, boring
4 Bugbear
5 Centipede, megalo-
6 Crab, giant
7 Crocodile, wild
8 Dog, death
9
Gelatinous cube
10
Ghoul
11
Lizard, giant
12
Lyc., rat
13
Ore or oreg
14
Osquip
15
Manscorpton
16
Scorpion, large
17
Snake, constrictor
18
Spider, huge
19
Weasel, giant
20
Urchin, land
Monster Summoning IV
1 Ankheg (54> HD)
2 Ape, carnivorous
3 Banderlog
4 Ettercap
5 Gargoyle
6 Ghast
7 Hell hound
H Heucuva
9 Hydra, 5 heads
10 Lye, wolf
11 Ogre
12 Ooze, gray
B Owlbear
14 Scorpion, huge
15 Snake, giant const .
16 Toad, poisonous
17 Toad, fire
18 Wasp, giant
19 Wolf, worg
20 Yeti
Monster Summoning V
1 Ankheg (7-8 HD)
2 Cockatrice
3 Displacer beast
4
Doppleganger
5
Hornet, giant
6
Hydra, 7 heads
7
Hydra, 5 heads
(pyre- or cryo4
8
Leucrotta
9
Lizard, subterranean
10
Lye. boar
11
Margoyle
12
Minotaur
13
Ochre jelly
14
Rust monster
15
Slithering tracker
16
Snake, giant, pois
or spitting
17
Spider, giant
18
Giant, verheeg
19
Wolf, winter
20
Zombie, juju
Monster Summoning VI
t
Basilisk
2
Beetle, stag
3
Carrion crawler
4
Dracolisk
5
Drider
6
Griffon
7
Hydra, 8 heads
8
Lizard, minotaur
9
Lyc, tiger
10
Manhcore
11
Ogre mage
12
Otyugh
13
PyroBsk
14
Salamander
15
Spider, phase
16
Troll
17
Wolf we re
18
Wraith
19 Wyvem
20 Yuan-ti, halfbreed
Monster Summoning Vll
1 Basilisk, greater
2 Behir or tunnel worm
3 Bulette
4 Chimera
5 Ettin, hill giant,
or stone giant
6 Golem, flesh
7 Gorgon
6 Hydra, 10 heads
9 Hydra, 8 heads,
eryo- or pyro
10 Lizard, fire
11 Mummy
12 Neo-otyugh
13 Pudding, black
14 Roper
15 Shambling mound
16 Slug, giant
17 Sphinx;, hi era co-
18 Troll, 2-headed
19 Umber hulk
20 Xom
Monster Summoning VIII
1 Beetle, rhinoceros
2 Giant fire or frost
3 Giant, fomiorian
4 Golem, stone
5 Gorgimera
6 Hydra, 12 heads
7 Hydra, lemaean, 8 heads
8 Pudding, brown
9 Remorhaz
10 Rust monster
11 Will o'wisp
12 Worm, purple
Conjured Animals
Hit
Die
Roll
Animal
Value
1
01-10
Baboon
VA
11-25
Dog, wild
VA
26-35
Hawk, large
l
36-40
Hawk, blood
11*
1-50
Jackal
K
51-55
Mammal, small
varies
56-60
Minimal
varies
61-65
Otter
K
66-70
Otter, sea
IK
71-80
Owl, common
1
81-90
Rat, giant
54
91-00
Skunk
%
2
01-70
Animal , herd
2
71-80
Badger
VA
814X1
Horse, wild
2
3
034)5
Badger, giant
3
06-10
Boar, warthog
3
11-15
Cattle, wild
254
16-20
Cheetah
3
21-30
Dog, war
254
31-35
Hyena, wild
3
36-45
Lion, mountain
35*
46-50
Lynx, giant
2H
51-60
Mule
3
61-70
Camel
3
71-80
Stag
3
81-90
Wolf
n
91410
Wolverine
3
01-10
Bear, black
3)4
11-25
Boar, wild
3K
26-40
Eagle, giant
4
41-50
Jaguar
4K
51-60
Leopard
3 K
61-75
Owl, giant
4
76-90
Weasel, giant
3Y*
914X3
Wolf, dire
3%
01-15
Ape, carnivorous
5
16-25
Buffalo
5
26-40
Hyena, giant
5
41-35
Otter, giant
5
56-70
Skunk, giant
5
71415
Stag, giant
5
864K)
Wolverine, giant
5
6
01-25
Bear, brown
6K
26-50
Lion
m
51-75
Porcupine, giant
6
76-QO
Tiger
6k
7
01-50
Boar, giant
7
51-00
Lion, spotted
m
8
01-50
Bear, cave
TA
514M
Tiger, sabre-tooth
n
9
—
OUpftant
8K
10
—
Bear, polar
10
11
—
Elephant (African)
11
12
■—
Mastodon
12
13
—
Mammoth
13
14+
—
Whale
(to 36)
Stag: This is a large male deer that can butt for 2-8
or strike with its hooves for 1-3/ 1-3.
Giant stag: A very large stag, T at the shoulder and
weighing about 1 300 pounds It can butt for 4-16
(444) or strike with its hooves for 14/14
ns
Temperate Encounters
Temperate Plain or Scrub
2 Elf * gray
3 Wtfotm (gdddragon 10%)
4 Boar* brown
5 Spider, large or ankheg (3 — I HD)
6 Jackal (jackal were 10%)
7 Boarr wild (lyc boar 10%)
8 Dog, wild or worg
9 Wolf
10 Herd animal
11 Nomad (merchant 10%)
12 Nomad or NPC party
13 Horse, wild
14 Ore
15 Hobgoblin
16 Aerial encounter
1 7 Ogre (10% hill giant)
1 8 Snake, poisonous, or troll
19 DM Special
20 DM Special
Temperate Forest
2 Elf, wood (gnome 10%)
3 IVy ty nr or grmt dragon
4 Lyc. , tiger or criosphinx
5 Badger, giant, or giant weasel
6 Worg or gian t skunk
7 Owi , giant or $tirge
8 Wolf or brown bear
9 Tribesman (NFC part)- 10%)
1 0 Choke creeper or hangman tree
11 Mammal, small or tribesman
12 Kobold
13 Ore
L4 Bugbear or ogre
15 Ettin or treant
16 Spider, giant (ettercap 10%)
17 Beetle, stag or bombardier
18 Owlbear or ghoul
19 DM Special
20 DM Special
Temperate Rough or Hill#
2 lVycerit or black dragon
3 Lyc. wolf or wolfwere
4 Bear, brown or giant badger
5 Snake, pais, or spitting
6 Lion, mountain or ant lion
7 Horse or herd animal
8 Gnome or mountain dwarf
9 Tribesman (NPC party 10%)
10 Griffon or hippogriff
11 Ore or gnoil
12 Hobgoblin or goblin
13 Wolf or worg
14 Bugbear or ogre
15 Aerial encounter
16 Ghoul, heucuva, or wight
17 Spider, large or troll
18 Verbeeg or hill giant
19 DM Special
20 DM Special
Temperate Marsh or Swamp
2 Drogen, Made
3 Behir
4 Toad or frog, poisonous
5 Toad or frog, giant
6 Lizard, giant
7 M uckd weller or NPC party
8 Tribesman or merchant
9 Troglodyte
10 Builvwug
1 J Hobgobl in or giant leech
12 Lizard man
13 Gnoil or giant sundew
1 4 Snake, const, or pois.
15 Ghoul or ghast
16 Troll or shambling mound
17 Will o ' wisp
18 Hydra or yellow musk creeper
19 DM Special
20 DM Special
Temperate Mountain
2 Dragon, copper or red
3 Bear, cave or hydra
4 Gnom e or moimtai n d warf
5 Bear, brown or Lyc* bear
6 Bugbear
7 Aerial encounter
8 Wolf or worg
9 Tribesman (NPC party 10%)
1 0 Badger, giant or giant eagle
11 Giant, hill
12 Giant, stone or formorian
13 Ogre or troll
14 Hobgoblin or ore
15 Ghoul or wight
1 6 Verbeeg or galeb duhr
1 7 Will o wisp (sylph 1 0%)
18 Giant, frost or fire
19 DM Special
20 DM Special
Temperate Desert
2 Wi/iwrn or blue dragon
3 Dragon, brass or copper
4 Hydra ot hydra, pyn>
5 Manscorpion
6 Lizard, giant
7 Horse, wild
8 Dog, wild
9 Nomad or NPC party
10 Nomad or dervish
11 Merchant
12 Lion
13 Goblin or hobgoblin
14 Wolf
1 5 Snake, pois or spitting
16 Spider, large or ant lion
17 Aerial encounter
18
19 DM Special
20 DM Special
DM Special Table
DM should either choose a creature based on party level, or roll randomly A special encounter can also be a natural hazard (storm,
SPECIAL ENCOUNTERS:
Cold or Temperate Regions
Die
Roll
Encounter
01
Aerial servant
02-06
Bandit
07
Basilisk
08
Basilisk, greater
09
Beholder /eye of the
10-12
deep
Berserker
13-14
Brownie
15
Bulette
16-17
Chimera
18-19
Couatl
20-2)
Displacer beast
22-23
Dog, blink
24
Doppleganger
25
Dracolisk
m
Dragon, black
27
Dragon, blue
28
Dragon, brass
29
Dragon, bronze
30
Dragon, copper
58
Lich
31
Dragon, gold
59-60
Lyc. bear
32
Dragon, green
61-62
Lyc. boar
33
Dragon, silver
63
Lyc. fox
34
Dragon , red
64-65
Lyc. tiger
35
Dragon , white
66-68
Lyc. rat
36
Dragonm
69-70
Lyc. wolf
37
Genie (djinn or jann)
71-72
Mani score
38
Gente (efreet or marid)
73-80
Men, patrol
39
Giant, cloud
81
*Naga, guardian
40
Giant, storm
82
Naga, spirit
41
Giant, firbolg
83-84
Otv! , talking
42
Gorgimera
85
Pegasus
43
Gorgon
86
Poltergeist
44
Groaning spirit
87-88
Pscudodmgon
45
Guardian daemon
89
Rnkshasa
46
Hag, anrtis
90
Rot gnib
47
Hag, green
91
Rust monster
48-49
Harpy
92
Spfrmx, andto*
50
Hornet, gktnt
93
Sphinx, ggno-
51-53
imp
94-95
Spider, phase
54
Invisible stalker
96
Tarrasque
55
Kenku
97-98
Wasp, giant
56
Ki-rin
99
Will o'wisp
57
Lammasu
00
Xom
# Including ruins (cities, temples,
etc. ) within 5 miles of the party.
Monsters listed together are
equally likely to occur unless
otherwise specified. Monsters in
italic type are 75% likely to be
airborne when they are encoun¬
tered. All wilderness ogre
encounters are 10% likely to be
with ogre magi* Ail wilderness
gnoil encounters are 10% likely to
be with fiind* NPC parties in the
wilderness will often be near to
die adven hiring group in num¬
ber, level, and equipment. Other¬
wise the typical NPC party will
be 7th to 10th level, with hench¬
men of approximately half
(round up) character level Such
parties are 90% likely to be
mounted (see NPC Party).
119
Tropical Encounters
Tropical or Subtropical Plain or Scrub
2 Jackal were
3 Scorpion, giant or giant ant
4 Dog, wild or wolf
5 Hyena or cheetah
6 Aerial encounter
7 Bandit (slaver)
H Merchant
9 Herd animal
10 Herd animal
11 Elephant
1 2 Baboon
1 3 Tribesman or NPC party
14 Lion
15 Leopard or jackal
16 Snake, poisonous or spitting
17 Hyena
IB Ankheg or ant lion
19 DM Special
20 DM Special
Tropical or Subtropical Fmest
2 Scorpion, giant
3 Lyc. tiger or cmiatl
4 Naga, spirit or criosphim
5 Stirge or giant centipede
6 Choke creeper or tri- flower frond
7 Spfder, huge or giant
8 Tribesman or bandit {slaver)
9 Tribesman or NPC partv
10 Elephant or baboon
11 Tiger or Hon
12 Fttercap or forest trapper
13 Snake const, or poisonous
14 Jaguar or leopard
15 Herd animal
16 Ape, carnivorous or rhino beetle
17 Toad, giant or poisonous
18 Tasloi or yuan-h
19 DM Special
2D DM Special
Tropical or Subtropical Rough or Hill#
2 Rakshasa
3 Scorpion, giant or ant Hon
4 Mantrap (plant)
5 Boar, warthog or elephant
6 Dog, wild or wolf
7 Lizard, minotaur
8 Bandit (slaver) or mongrelmen
9 Merchant or NPC party
1 0 Baboon or carnivorous ape
11 Tribesman
12 Herd animal
1 3 Herd animal or lion
14 Hyena or jackal
15 Aerial encounter
1 6 Tiger or htetacosph inx
1 7 Lyc v tiger or yuan- ti
18 Snake, spitting
19 DM Special
20 DM Special
Tropical or Subtropical Marsh or Swamp
2 Tiger, sabre-tooth
3 Yuan-ti
4 Toad, giant or poisonous
5 Crocodile
6 Herd animal
7 Herd animal
8 Frog , g iant or poisono us
9 Tribesman or NPC party
It) Lizard man
11 Btiliywug
12 Snake, const, or poisonous
1 3 Centipede, giant or megalo
1 4 Leech, giant
1 5 Hy d ra or shambling mo und
1 6 Li za rd , gi a rv t, or muckd weller
17 Behir or minotaur lizard
18 Zombie, juju
19 DM Special
20 DM Special
Tropical or Subtropical Mountains
2 Pyrolisk
3 Cockatrice
4 Pilgrim or merchant
5 Herd animal
6 Herd animal
7 Aarakokra
8 Cydopkm
9 Tribesman
10 Tiger or leopard
11 Dog, wild or wolf
12 Medusa
13 Bandit (slaver)
1 4 Aeri a 1 encounter
15 Rakshasa or me
16 Snake, poisonous
17 Yuan ti or galeb duhr
18 ManUcore (sylph 10%)
19 DM Special
20 DM Special
Tropical or Subtropical Desert
2 Djinn or efreet
3 Ant lion
4 T. eopa rd or spr ri t naga
5 Camel (dromedary)
6 Lion
7 Aerial encounter
8 Bandits (slavers)
9 NPC party or pilgrims
10 Nomad or dervish
11 Nomad or merchant
12 Jackal
13 Dog, wild or death
1 4 Sna ke, poisonous or spi tting
15 Toad, giant or fire
1 6 Centipede, huge or giant
17 Scorpion, huge or giant
18 Dragonne m brass dragon
19 DM Special
20 DM Special
# Including ruins (cities, temples, etc.) within 5 miles of the party- Monsters listed together are equally likely to occur unless otherwise
specified. Monsters in italic ty pe are 75% likely to be airborne when they are encountered. All wilderness ogre encounters are 10% likely to
be with ogre magi All wilderness gnoll encounters are 10% likely to be with Hind. NPC parties in the wilderness will often be near to the
adventuring group in number, level, and equipment. Otherwise the typical NPC party will be 7th to 10th level, with henchmen of approx¬
imately half (round upj character level. Such parties are 90% likely to be mounted (see NPC Party).
SPECIAL ENCOUNTERS:
Warm or Tropical Regions
Die
Roll Encounter
01 Aerial senwnt
02-05 Bandit (slaver)
06 Basilisk
07 Basilisk, greater
08 Beholder / eye o f the
deep
09 Bulette
10—11 Chimera
12-13 Count}
14-15 Displacer beast
16-21 Dog, blink
22 Doppleganger
23
Draco lisk
41
Groaning spirit
76-77
24
Dragon , black
42
Guardian daemon
78
25
Dragon , blue
43
Hag, annis
26
Dragon, brass
44
Hag, green
79
27
Dragon, bronze
45-46
Harpy
m
28
Dragon , copper
47
Hornet, giant
81-83
29
Dragon , gold
48-49
Imp
84
30
Dragon, green
50
Invisible stalker
85
31
Dragon, silver
51
Kenku
86
32
Dragon, red
52
JCi-rin
87
33
Dragon, white
53-54
Ummasu (greater 10%)
88
34
Dragon tw
55
Uch
89
35
Genie (djinn or jann )
56-57
Lyc. tiger
90
36
Genie {efreet or murid)
58-61
Lyc, rat
91-92
37
Giant, doud
62-63
Manikore
93-94
38
Giant, storm
64-65
Medusa, greater
95-00
39
Gorgimera
6<%74
Men, patrol
40
Gorgon
75
Men, lost civilization
Mind flayer
Mold, russet (veg-
epygmy)
Naga, guardian
Naga, spirit
OeuJ, faJfcfrig
Hakshasa
Rot grub
Rust monster
Sphinx, andro-
Sphinx , gyno-
Spider, phase
Tarrasque
Wasp, giant
Yuan-ti
Zombie, juju
120
Special & Arctic Encounters
Inhabited or Patrolled Areas
Sylvan Setting
Aerial Encounters
2
Wilderness Table
2
Elf, grey
2
Gorgimera
3
Wilderness Table
3
Dryad or swanmay
3
Dragom tc
4
Patrol
4
Sprite or pixie
4
Pegasus
5
Patrol or NFC party
5
Bear, brown or giant boar
5
Lam/msu or comtl
6
Pilgrim or traveler
6
Brownie or leprechaun
6
Hawk , blood or giant :m$p
7
Freeman or peasant
7
Pegasus or unicorn
7
Chet, giant or giant hornet
8
Freeman or peasant
%
Korred or leopard
8
Eagle, pant or hfppOgriff
9
Patrol
9
Ogre or mmofaur
9
Eagte or griffon
10
Patrol or wolf
10
Pilgrim or tribesman
10
Hawk, large or small
11
Merchant
11
Centaur or wood elf
11
Common bird or bal
12
Merchant
12
Satyr or wol f
12
Common bird or owl
13
Bandit
13
Badger, giant or giant weasel
13
Harvy or gargoyle
14
Herd animal
14
Bandit or small mammal
14
M anti coir or urd
15
Ort or raider
IS
Troll or lion
15
Aamkocrtt or margm/le
16
Bear, black or gnoll
16
Ettin or el le reap
16
Ogre mage or wyvern
17
Boar, wild or berserker
17
Man tf core or basilisk
17
Chimera
18
Ogre
18
Chimera or harpy
18
Ki-rin or roc
19
DM Special
19
DM Special
19
DM Special
20
DM Special
20
DM Special
20
DM Special
Bats are usually encountered only at night. Owls are usually encountered only at night or in forests.
Common bird: These are normal avians such as wild ducks, parrots, ravens, sea gulls, sparrows, swans, and so on,
Special aerial encounters could include dragons, genies, invisible stalkers, sphinxes, aerial servants, air elemental* and so on. Other spe¬
cial encounters are missile fire from the ground or special aerial patrols (e,g., elven knights mounted on hippogriffe).
# Including ruins (cities, temples, etc.} within 5 miles of the party. Monsters listed together are equally likely to occur unless otherwise
specified. Monsters in italic type are 75% likely to be airborne when they are encountered. All wilderness ogre encounters are 10% likely to
be with ogre magi. Ail wilderness gnoll encounters are 10% likely to be with Rind. NPC parties in the wilderness will often be near to the
adventuring group in number, level, and equipment. Otherwise the typical MFC party will be 7th to 10th level, with henchmen of approx*
imateJy half (round up) character level. Such pa rties are 90% likely to be mounted (see NFC Party )
Arctic (all terrain)
2 Pudding, white
3 Dragon, white
4 Re mar ha 2
5 Qm, giant
6 Snake, constrictor
7 Herd animal
8 Herd animal
9 Herd animal
10 Tribesman
1 1 Bear, polar
12 Blizzard or unsafe ice
13 Wolf
14 Giant, frost
15 Yeti
1 6 Toad, ice
17 Wolf, winter
18 Wolf, winter
1 9 DM Special
20 DM Special
Subarctic Plain or Scrub
2 Dtojj. white
3 Snake, poisonous
4 Mammoth or mastodon
5 Bear, brown
6 Berserker or NFC party
7 Tribesman
8 Tribesman
9 Herd animal
10 Herd animal
11 Oliphant
12 Wolf
13 Ogre
1 4 "Tiger
15 Giant, frost or Lvc bear
16 Gfloll
17 Owl, giant or giant boar
18 Remorhaz
19 DM Special
20 DM Special
Subarctic Rough or Hills#
2 Dragon, white
3 Remorfw
4 Bear, brown
5 Gnoll
6 Owl. giant or giant rat
7 Bear, cave
8 Tribesman or NPC party
9 Verbeeg
1 0 Tiger
11 Wolf
12 Wolf
13 Herd animal
1 4 Herd animal
15 Troll
16 Giant, frost
17 Wolf, winter
18 Hvdra.cryo-
19 DM Special
20 DM Special
Subarctic Forest
2 Treant or oblivtax
3 Ogre mage
4 Bear, cave
5 Rat. giant
6 Berserker or NFC party
7 Tribesman
8 Weasel, giant or giant wolverine
9 Herd animal
10 Oliphant
11 Bear, brown
12 Lvm, giant or tiger
13 Wolf
14 Ogre or troll
15 Lvc boar or giant boar
16 0wlf giant or Lyc fox
17 Giant, frost
18 Troll 2-headed
19 DM Special
20 DM Special
Subarctic Mountains
2 Gnome or mountain dwarf
3 Dtwon, white
4 Hell hound or si fifth
5 Tribesman or Nrt party
6 Gnoll
7 Verbeeg
8 Bear, cave
9 Herd animal
10 Owl, giant or ealeb duhr
11 Wolf ™
12 Ogre or eere mage
1 3 Troll or 2Tiea ded troll
14 Giant, host
15 Wolf, winter
16 Remorhaz
17 Yeti
IB Lion, spotted
19 DM Special
20 DM Special
Subarctic Marsh or Swamp
2 Drtftfi?!?, wiJfjfe
3 Dragon, white
4 Wolt, winter
5 Oliphant
6 Rat giant
7 Wolf
8 Owl, giant
9 Gnoll
10 Gnoll or flind
11 Herd animal
12 Herd animal
13 Tribesman
14 Troll or ogre mage
1 5 Troll, 2-headed or ettin
16 Hydra, ervo-
17 Ice toad
18 Tee toad
19 DM Special
20 DM Special
121
Salt Water Encounters
Cold Water Surface
2 Dragon turtle
3 Sea Lion
4 Sefkie
5 Scrag
6 Depths encounter
7 Warship or fisherman
3 Narwhal*?
V Merchant
ID Shark
11 Whale
12 Pirate or killer whale
13 Hazard (ice)
14 Dolphin
15 Aerial encounter
16 Ghost ship
17 Will o' wisp
IS Seawdf, greater
19 DM Special
2D DM Special
Cold Water Depths
2 Kraken
3 Urchin, black or green
4 Seawolf, lesser
5 Lobster, giant (crayfish)
6 Snake, giant sea
7 Dolphin
8 Mermen
9 Quipper, giant or giant crab
10 Whale or octopus
11 Whale or fish school
12 Fish school
13 Shark
14 Sea lion
15 Kapoadnlh
16 Squid, giant
17 Shark, giant
IS Sunken ship
19 DM Special
20 DM Special
Temperate Water Surface
2 Dragon turtle
3 Ghost ship
4 Otter, sea
5 Otter, sea
6 Depths encounter
7 Pirate ship
8 Sea l ion
9 Eelr giant
10 Shark
11 Merchant
12 Whale
13 Dolphin
1 4 Warship or fisherman
15 Aerial encounter
16 Will o'vvisp or seaweed
1 7 Sea w eed (stranglew e*?d 1 0%)
18 Seawolfr greater
19 DM Special
20 DM Special
Temperate Water Depths
2 Kraken
3 Naruhale
4 Urchin, black
5 Lamprey, giant
6 Sahuagin
7 Sea lion or hippocampus
8 Koalinth
9 Fish school
10 Fish school
11 Shark
12 Whale
13 Eel, giant
14 Dolphin
15 Mermen
16 Shark, giant
17 Squid, giant
18 Sea wo If, lesser
19 DM Special
20 DM Special
Tropical Water Surface
2 Ghost ship
3 Strangle weed
4 Pirates, small boats
5 Pirates, warship
6 Depths encounter
7 Shark, giant
8 Crocodile, giant
9 Seaweed
ID Whale
1 1 Merchant
12 Fisherman
13 Shark
14 Barracuda
15 Aerial encounter
16 Warship
47 Sea wolf, greater
IS Triton
19 DM Special
20 DM Special
Tropical Water Depths
2 Urchin , yel low or si lver
3 U rchin, green or red
4 Snake, poisonous
5 Crocodile, giant
6 Ray, feting or pungi
7 Octopus or manta ray
fi Sahuagin
9 Seaweed (strangleweed 10%)
10 Fish school
1 1 Fish school
12 Shark
13 Eel, giant or locathah
14 Barracuda
15 Hi ppocampus or triton
1 6 Kapoac i nth or lacedon
17 Snake, sea or giant slug
18 Ray, ixixachitl
19 DM Special
20 DM Special
Aerial, Ljirtd nr Depth Encounters: Roll i>n the appropriate
table, If this enyoowitef is not suitable. thim none occurs.
Surface Encounters: Unintelligent rnrmaiere are 75% likely to
be driven off by flam mg ml nearby, *»0% if wuiaM y btmt«l by
it I jrge amounts of f«Ki thrown nvotixanJ are 50% Ukiik to
I'ndl such ait encounter
Flab Selma h TTiij a a Urge greup of fish of ike same type, the
aquatic verara* of herd animals. Although they usually do
not attack mnlessi commanded by magical mean*), if pan¬
icked lhi?y might rmil about, obsfruchng vision and move¬
ment If targe ertmigh, they' might cause buffeting damage
f 1-2 to l-§, depending cn size!
Ghost Ship: This is a lost ship manned bv undtrad, Although
it can h* *een .it any time, it will usually attack only at night,
when its masters ami full power. Roll penrenidfi dice once
for the crew and once for the leaders Orur 01— *0 = 1CW0
skeletnte, 41-80 = HMD iombies, til-00 = 10-20 jujti zom¬
bies irtfrn ill-30 - 1-4 wights 11-60 = t-Swaiihs, 61-30=
1-2 01-^5= 1-2 ghosb ^0 = l llch
Hazard (ieel: This can be a single huge ice mountain or i D-SO
smaller, grinding floes Hard contact with tee reduces sea-
uttxthinm by 5% and » 10% likely to require a ^awarihl-
ness check to avoid finking
Seaweed This include* both floating masse: of weed and beds
on She bottom The former slows ships by 5G%, The latter an?
30-300 feet high and reduce vision to 10 feet Boih have a 40%
rharwv tor another encounter If mov td ihnmyk or inv^tigatod.
Sunken Ship: This is a victim of storms, ice. m Iwstile action.
Often thes-i? have their cwiginal eargnr and may be inhabited
Roll percentile dice: 0 1—1 0 = Ha? merchant treasure (see Men,
tnetdumt). 11-20 = no treasure, 21-40 = 2-24 iMtedorei toriginal
crew), 41-4X1= = Monster I roil on appropriate encounter table)
Special Encounters" These can include murkoth, mottled
wirimn, shipwreck sHimvor*. rin eye of the deep. Hidden
storm*, seaweed that allow? underwater breathing ivhen
eaten, giant darns, aqiiauc versions of carnivorous plants,
storm grants- and to on
Aquatic Monster Summoning, Saltwater
Monster Summoning 1
1 Barracuda fl HD)
2 Lamprey, common
3 Merman
4 Otter, sea
5 Piranha (3d4 appear)
6 Urchin, black
Monster Summoning II
1 Barracuda (2 HD)
2 Dolphin
3 Locathah
4 Ray, ixitxachitl
5 Ray, sting
6 Sea horse
7 Sea wo If, lesser
8 Urchin, green
Monster Summoning III
1 Barracuda (3 HD)
2 Crab, giant
3 Lacedon (ghoul)
4 Sahuagin
5 Selkie
6 Urchin, red
Monster Summoning IV
1 Hippocampus
2 Kapoadnth (gargoyle)
3 Lobster, giant (crayfish)
4 Memow. ogre
5 Otter, giant
6 Shark (3-5 HD)
7 Triton
8 Urchin, yellow
Monster Summoning V
1 Crocodile, giant
2 Lamprey, sea
3 Scrag (troll)
4 Sea Son
6 Shark (5-6 HD)
7 Spider, giant marine
8 Water weird
9 Urchin, silver
0 Roll again with ld8
* This creature has- a 10% chance to
btxume toe- willed far the duration of
the spell if prdenjd to act against iis
nature or inclinations
Monster Summoning VI
1 Eel, marine
2 Narwhale
3 Octopus
4 Sea wolf, greater
5 Shark (7-8 HD)
6 Snake, giant sea (8 HD)
Monster Summoning VII
1 Ray, manta
2 Slug, giant sea
3 Snake, gian t sea (10 HD)
4 Squid, giant
Monster Summoning VIII
1 Eye of the deep
2 Dragon turtle (12 HD)
3 Kraken4
4 Shark, giant
5 Voydanoi (16 HD)‘
6 Whale, killer
7 Whale, small
herbivore (12 HD)
8 Worm, mottled (purple)
122
Fresh Water Encounters
Cold Water Surface
2 Dragon turtle
3 Greenhag
4 Otter, giant
5 Lacedon
6 Depths encounter
7 Swan ( 10% sw anmay J
8 Pirate
9 Land encounter
10 Hazard (navigational)
11 Fisherman or tra pper
12 Merchant
13 Otter or beaver
14 Aerial encounter
15 Nixie
16 Merrow, ogre
17 Scrag
18 Naga, water
19 DM Special
20 DM Special
Cold Water Depths
2 Morkoth
3 Otter, giant
4 Quipper, common or giant
5 Vbydanoi
6 Lacedon or kapoarinth
7 Kaoltnth
8 Crayfish, giant
9 Crab, giant
10 Fish school
11 Fish school
1 2 Nixie or giant pike
13 Nixie or giant gar
14 Octopus
15 Merrow, ogn?
16 Lamprey or marine eel
17 Snake, giant sea
18 Sunken ship
19 DM Special
20 DM Special
Temperate Water Surface
2 Crayfish, giant
3 Nymph
4 Otter, giant
5 Li2ard man
6 Depths encounter
7 Swan (10% swanmay)
8 Morrow, ogre
9 Land encounter
1 0 F mg, gian l or giant leech
11 Hazard (navigatinna I )
12 Otter
13 Fisherman or merchant
14 Aerial encounter
15 Pirate or warship
16 Beetle, giant water
17 Lacedon
18 Scrag or sea hag
19 DM Special
20 DM Special
Temperate WTater Depths
2 Dragon turtle
3 Nymph
4 Otter
5 Catfish or giant leech
6 Kapoacinth or lamprey
7 Lizard man
8 Koalinth
9 Beetle, giant water
1 0 Spi der, gian t wl ter
11 Fish school
12 Pike, giant
13 Crayfish, giant
14 Quipper, giant
15 Nixie
16 Gar, giant
1 7 Octopus or giant lamprey
18 Lacedon
19 DM Special
20 DM Special
Tropical Water Surface
2 Crystal ooze
3 Kelpie
4 Nymph
5 Eel, electric
6 Depths encounter
7 Snake, giant const.
8 Pirate, small boats
9 Crocodile
10 Hazard (navigational)
11 Fisherman or merchant
12 Piranha
13 Frog, giant or poisonous
14 Aerial encounter
15 Seaweed
16 Seaweed (choke creeper)
17 Frog, killer
IS Naga, water
19 DM Special
20 DM Special
Tropical Water Depths
2 Vbdyanoi
3 Eel, weed
4 Kelpie
5 Beetle, giant water
6 Spider, giant water
7 Snake, giant const.
8 Seaweed or strangleweed
9 Crab or crayfish, giant
10 Octopus
11 Pi rhana, giant
12 Fish school
13 Eel, giant
14 lizard man
15 Nixie
16 Kapoacinth
17 Naga, water
18 Snake, giant sea
19 DM Special
20 DM Special
Aerial, Ljn J, or Depth En counters; Roll on the appro¬
priate table. If the encounter Is nut su liable, then none
occurs
Surface EiKounlers: Unintelligent monsters am 75%
likely h> be driven off by flaming oil nearby 90% if
actual! v b urned by iU Large arruumte of food thrown
overboard are 50% likely to end such an enemmtet
Fish School: This is a Large group at fish of the Mine
type, the aquatic version of herd animals Although
thev usually do not attack (unless commanded bv
magical means), if panicked they might mill about,
obstructing vision and movement. If Large enough,
they might cause buffeting damage ( 1-2 to 1 -f\
depending on size),
Ghost Ship: This is a lust ship manned by undead
Although tt can he seen at any time, tt will usually
attack only at flight, when its masters are at full power,
Roll percentile dire, once for the cmv and once for the
leaders. CrrLir 01— it! = IG — 40 skeletons, 41^80 = 10-40
zombies, S1-0G « HL-20 fuju zombies. Jzssfcr?. 01-30 =
1-4 wights, 31-60 = 1-3 wraiths. 61-80 = 1-2 spectres,
81 -95 - 1-2 ghosts, 95-00 = 1 lich.
Hazard I navi git ion a 1): This can ground nr damage a
vessel that does net hat e aboard a pilot familiar w ith
the waters. Such hazards as sandbars and submerged
lugs of ten change position.
Seaweed: This in eludes both floating masws qf weed
and beds on the bottom, The former slew ships bv
50%. The latter are 30-300 feet high and reduce vision
to 1 0 feet Both have a 40% chance for another
encounter if moved through or investigated
Special Encounters: These can include morkoth, mot'
tied worms, shipwreck survivors, an eve of the deep,
pearl beds, sudden storms, seaweed that allows under¬
water breathing when eaten, giant dams aquatic ver-
sums of cam! vorous plants, storm giants, and so on.
Aquatic Monster Summoning, Freshwater
Monster Summoning l
Monster Summoning IV
Monster Summoning VI
1
Beetle, giant water
1
Eel, marine
1
Frog, giant (1 HD)
2
Crayfish, giant
2
Gar, giant
2
Koalinth (hobgoblin)
3
Kapoacinth (gargoyle)
3
Octopus
3
Lamprey common
4
Kelpie
4
Sea wolf, greater
4
Nixie (3d4 appear)
5
Mertow, ogre
5
Snake, giant sea £8 HD)
5
Otter, common
6
Otter, giant
6
Vodvanoi (8 HD)
6
Piranha (3d4 appear)
7
Pike, giant
8
Spider, giant water
Monster Summoning VII
Monster Summoning li
1
Catfish, giant
1
Eel, electric
Monster Summoning V
2
Greenhag
2
Frog, giant (2 HD)
1
Crocodile, giant
3
Naga, water
3
Kuo- tea
2
Eel, giant electric
4
Snake, giant sea
4
Leech, giant (2 HD)
3
Scrag (troll)
(10 HD)
5
Lizard man
4
Water weird
6
Piranha, giant
Monster Summoning VIII
1
Slug, giant sea
Monster Summoning 111
2
Dragon turtle (12 HD)
1
Crab, Giant
3
Kuo-toan monitor
2
Crocodile, common
4
Worm, mottled (purple)
3
Frog, giant (3 HD)
4
Lacedon (ghoul)
123
Special Encounters
Border Ethereal Encounters
2 Elemental, water
3 Elemental, fire
4 Elemental, air
5 Elemental, earth
6 Salamander
7 Ghost or groaning spirit
S Cockatrice* or aniatl
9 Human traveler**
TO Djtnn or efreet
11 Basilisk' or ki-rin
12 Gorgon* or lammasu
13 Medusa* or phase spider
14 Invisible stalker
15 Xom
16 Jannormarid
1 7 Aerial servant
18 Ethereal cyclone***
19 DM Special
20 DM Special
* The perceptions and special attack form of this creature extends into
the border Ethereal Plane. The creature itself is on the Prime Material
Plane, and if this is not possible, the encounter is ignored.
** The MFC Party section is used with the following modifications:
party size is 1-6 with no class restrictions. One deric will always be
present, and at least one mage if party size is two or more. Levels are;
Priest 9th-18th Wizard llth-20th
Warrior 8th- 1 5th Rogue 8th- 17th
*** An ethereal cyclone requires a saving throw v$. spell. Those who fail
are blown to a single random location: on the Prime Material Plane
(80%), on an Inner Plane (15%), or to an unknown location until res¬
cued or otherwise able to reach the Prime Material Plane (5%).
tUnusual fungi have a special property assigned by the DM, such as
being exceptionally nourishing, giving off light, curing damage or dis¬
ease, neutralizing poison, causing strength or weakness if eaten,
repelling certain creatures, etc. DM specials might include framed hunt¬
ing spiders, pack lizard trains, ochre jellies of twice normal size, etc
Underdark Encounters
2
Mold, russet
3
Phycomid or ascomid
4
Trapper or purple worm
5
Mold, brown or
violet fungus
6
Xom or deep gnome
(svirfneblm)
7
My co red or lurker above
8
Roper or neo-otyugh
9
Otyugh or tunnel worm
It)
jermlaine or osquip
11
Shrieker or unusual
fun gust
12
Troglodyte or kuo-toa
13
Mold, yellow or giant slug
14
Drow or duergar
15
Drow or drider
16
Umber hulk or slithering
tracker
17
Aboleth or mind flayer
18
Beholder or gas spore
19
DM Special
20
DM Special
DUNGEON MONSTER RANDOM LEVEL MATRIX
Equivalent - Monster Level Table Consulted
Dungeon
r
n
in
TV
V
VI
VT1
vni
XI
X
Level
1st
1-16
17-19
20
2nd “3rd
1-12
13-16
17-18
19
20
4th
1-5
6-10
11-16
17-18
19
20
5th
1-3
4-6
7-12
13-15
17-18
19
20
6th
1-2
3-4
5-6
7-12
13-16
17-18
19
20
7 th
1
2-3
4-5
6-10
11-14
15-16
17-18
19
20
Bth
I
2
3-4
5-7
8-10
11-14
15-16
17-18
19
20
9th
1
2
3
4-5
6-8
9-12
13-15
16-17
18-19
20
lOth-llth
1
2
3
4
5-6
7-9
10-12
13-16
17-19
20
12th- 13th
1
2
3
4
5
6-7
8-9
10-12
13-18
19-20
14th-I5th
1
2
3
4
5
6
7-8
9-11
12-17
18-20
1 bth Sc down
1
2
3
4
5
6
7
8-10
11-16
17-20
Procedure: To determine the monster table Dungeon Level 1 Dungeon Level 11
used for the encounter, cross-reference the roll
2
Badger, giant
2
Mudman
of Id20 with the equivalent dungeon level.
3
Gnome or elf
3
Rot grub or killer frog
Then roll 2d 1 0 on the ind icated table to deter¬
4
Dwarf or halfling
4
Frog, giant or poisonous
mine the monster appearing. If two monsters
5
Beetle, fire
5
Toad, giant
are given, pick one or roll randomly
6
Berserker
6
Mongretmen
If monster level is lower than dungeon
7
NPC party
7
NPC party
level, increase the number encountered. If the
8
Bat, common or large
8
Stirge
monster level is greater than the dungeon
9
Rat, common or giant
9
Rat; giant
level, reduce the number encountered (at
10
Bandit
10
Spider, large
least one will be encountered).
H
Kobold
11
lizard man
NPCs are adjusted by character level rather
12
Goblin
12
Gnoll fflind 10%)
than by number (see NPC Party).
13
Ore
13
Troglodyte
Intelligent monsters on Tables XI and X will
14
Hobgoblin
14
Beetle, bombardier
have minions instead of greater numbers. On
15
Bullywug
15
Centipede, large or gian t
lesser levels minions will be fewer and/or
16
Shrieker
16
Ankheg (3—1 HD)
less powerful.
17
Skeleton
17
Zombie
IS
Skeleton
18
Zombie
19
DM Special
19
DM Special
20
DM Special
20
DM Special
124
Dungeon Level lit
2 Fungi, violet
3 Dog, death
4 Weasel giant
5 Ochre jelly
6 Beetle, boring
7 Bugbear
$ Bat, huge fmobat)
9 NFC party
10 Lizard, giant
11 Snake, constrictor
12 Gelatinous cube
13 Ore, orog
14 Spider, huge
15 Centipede, mega to
16 Lye., rat
17 Ghoul
18 Ankheg (5~6 HD)
19 DM Special
20 DM Special
Dungeon Level IV
2 Ankheg (7-8 HD)
3 Hydra, 5 heads {pyro- or oyo-)
4 Toad* fire or poisonous
5 Lye., wolf or ettercap
6 Hydra, 5-6 heads
Ape or hell hound
8 Owl bear or rust monster
9 NFC party
10 Snake, giant const.
11 Dog, blink
12 Ogre
13 Ooze, gray
14 Scorpion, giant
15 Gargoyle
16 Shadow
17 Ghast
IB Heucuva
19 DM Special
20 DM Special
Dungeon Level V
2 Slithering tracker
3 Imp or quasi!
4 Hydra, 6 heads (pryo- or cryo-J
5 Shrieker or yellow mold
6 Displacer beast or leucrotta
7 Cockatrice
8 Hydra, 7 heads
9 NFC party
10 Lizard, subterranean
U Lizard, subterranean
12 Minotaur
13 Snake or spider, giant
14 Rust monster
15 Verbeeg or margoyle
16 Doppleganger
17 Shadow or juju zombie
18 Lye. boar
19 DM Special
20 DM Special
Dungeon Level VI
2 Pyrolisk
3 Odder
4 Qgn? mage
5 Medusa
6 Basilisk
7 Hydra, 7-9 heads
8 Carrion crawler or otyugh
9 NFC party
10 Lizard, minotaur
11 Manticore
12 Troll
13 Slime, green or yellow mold
14 Scorpion, giant or brown mold
15 Spider, phase
16 Wyvem
17 Wight or wraith
18 Wight or wraith
19 DM Special
20 DM Special
Dungeon Level VII
2 Efreet or flesh go I em
3 Djinn or invisible stalker
4 Hydra, 7-9 heads (pryo- or eryo~)
5 Behir or grea ter basilisk
6 Neo-otyugh or mimic
7 Will o'wisp
8 Chimera or gorgon
9 NFC party
10 Pudding, black
11 Lizard, fire or tunnel worm
12 Hydra, IM2 heads
13 Giant, hill or shambling mound
14 Troll, 2-headed or ettin
15 Giant, stone or roper
16 Umber hulk or spirit naga
17 Mummy
18 Spectre
19 DM Special
20 DM Special
Dungeon Level VUI
2 Hydra, len’iaean
3 Golem, day
4 Trapper or lurker above
Hydra, 12 heads (pyro- or oyo-)
6 Gorgimera or dracollsk
7 Slug, giant or purple worm
8 Vampire
9 NFC party
10 Hydra, 13-16 heads
11 Giant, frost
12 Will o' wisp
13 Rust monster
14 Couatl or guardian naga
15 Giant, fire
16 Pudding, dun or brown
17 Medusa, greater
18 Ghost or ruhk (rakshasa)
19 DM Spedal
20 DM Spedal
Dungeon Level DC
2 Hydra, 17-20 heads
3 Hydra, 12 heads (pyro- or cryn-)
4 Elemental earth (12 HD)
5 BuJette
6 Worm, purple
7 Ki-rin
8 Slug, giant
9 NFC party
10 Golem, stone
11 Xom
12 Umber hulk
13 Giant storm
14 Rust monster
15 Dragon, black (ancient)
16 Gorgon
17 Vampire, cleric 7th- 10th level
IS Rakshasa, rajah
19 DM Special
20 DM Special
Dungeon Level X
2 Demilich
3 Lurker above
4 Elemental, earth (16 HD)
5 Rakshasa, maharajah
6 Dragon, red (andent)
Dragon, blue (andent)
S Lich
9 Golem iron
10 NO ENCOUNTER
1 1 U nderd a rk encounter
12 Beholder
13 NPC party
14 Slug, giant
15 Gas spore
1 6 Vampire, mage 9th-12th level
1 7 Vampire, m age 9-1 2th level
18 Tarrasque
19 DM Spedal
20 DM Spedal
Underdark Encounters
2 Mold, russet
3 Phycomid or ascomid
4 Trapper or purple worm
5 Mold, brown or violet fungus
6 Xorn or deep gnome (svirfneblin)
7 Myconid or lurker above
8 Roper or neo-otyugh
9 Otyugh or tunnel worm
10 jermlaine or osquip
1 1 Shrieker or unusual fungus
12 Troglodyte or kuo-toa
13 Mold, yellow or giant slug
14 Drow or duergar
15 Drow or d rider
16 Umber hulk or slithering tracker
17 Aboleth or mind flayer
18 Beholder or gas spore
19 DM Spedal
20 DM Spedal
MS
NPC Parties
To avoid delays, create NFC parties before
play The tables allow such parties to be set
up quickly and impartially; but the DM is
encouraged to make any changes that will
enhance play The tables should be consid¬
ered a starting point ,
A typical NPC party' lias 2-12 members —
2-5 major characters and the rest henchmen
or men-at-arms.
Characters: The Character Subtab le estab¬
lishes a '"typical" party structure by limiting
character n umber and classes allow ed. Deter’
mine character race (20% demihuman) and
demihuman multi-dasses on the fecial Sub-
table (multi-class results can exceed the limits
of the Character Subtable limits).
Character Level and Equipment: These will
usually be comparable to those oi the player
character!*, but NPC level will rarely exceed
12th. Arms, armor, and equipment will be
typical: A Ist-level warrior would have scale
or chain armor and minimal gear. At 2nd
level banded or plate mail is ty pical
weapons profuse, and equipment complete
(much oil. holy water, mirrors, etc.) . NPC
magic will be used if a fight breaks out. Note
that if the NFCs are defeated, their magical
items will enter your campaign.
Character spells; These am selected by the
DM according to those most su ited to the
NFC party. Wizards are subject to the limits of
spells known. Henchmen spdkasters ate
treated likewise.
Henchmen: Hie major MFCs will have a
total of 2-5 henchmen, up the party size, with
any remainder being men-at-arms. If the
encounter is below l he 3rd dungeon level all
those with the major NPCs will be henchmen.
Henchman class and race Is determined as
fur the major diameters. Major MFCs are
assigned henchmen in order of Charisma,
allowing for compatibility (e.g,. a paladin
would not follow a thief, nor would a ranger
below 8th level have henchmen), A hench¬
man's level is one-third of that of his master
Magical Items for Character Encounters
TABLE 1
Die Item Id20l
1 2 Potions, flying, herding
2 2 Potions:
ptifyFTfOTpJi fsdfl
3 2 Potions; fife resistance. speed
4 2 Potions, , hill giant strength
5 2 Potions: kmuirur ability
6 2 Potions: tomum coffinrf, Imiatmn
7 2 Potions, animal cortfnL diminution
B l Scroll 1 Spell level l-tf
9 1 Scroti: 2 £fvfts’ level J— l
111 1 Scroll protection from magic
11 1 Ring: mammal corttryl
12 1 Ring: pmiccfuw +3
13 1 Armor: leather * j
14 1 Shield: -I
1 5 I §w or cl +i 'rio specM abilities 1
16 IP Arrows: +2
17 4 Bolls: +3
18 1 Dagger: - 1
19 i javelin +2
20 J Mace: *1
(round up or down), li the master 's level is
above 8th, the henchman has 1 additional
level per 3 full levels of the master. Thus, a
Sth-level mage would have a 2nd-level
henchman, while an llth-ievel mage would
have a 5th- level henchman (4+1). Henchmen
are armed much as major NFCs, though they
are not as heavily armored. Their magic is
assigned as for major NPCs, but usually w ill
be less powerful.
Memat-Annsi Little detail is needed for
these other than hit points. They often have
poor armor and few weapons: for example,
studded leather, crossbow and dagger, or (at
best) scale mail shield, spear, long sword*
and backpack. They are seldom found under¬
ground below- the 3rd dungeon level
Character Subtable
Dice
Character
Maximum
Score
Type*
No* in Party
01-17
CLERIC
3
IB-20
Druid
2
21-60
FIGHTER
5
61-62
Paladin
2
63—65
Ranger
2
66-86
WIZARD
3
87-nBS
Specialist
1
89-98
THIEF
4
99-00
Fard
1
# Tvpicaliy, 20% of these will be non-human
Race Subtable
Dice
% of
Score
Race*
Multi-Class
01-30
Dwarf
15%
31-35
Elf
&5%**
56-65
Gnome
25%
66^-90
Half-Elf
m%”
91-00
HalSmg
10%
* In an evilly -aligned party, these will be half-
ores. The chance for a multi-class half-ore is
50%: fighter-thief, fighter-cleric, or cleric-thief.
** If the roll i$ for multi-class is 01-20, the
character fs triple-dassed.
Multi-class levels? For two classes, subtract 1
level; for three classes, subtract 2 levels.
Adjust each class downward to the radial
maximum, if applicable.
Magical Items for NPC Parties
Level
Chance/No* of Items/Table
1st
10%
/
1
/
i
2nd
20%
/
2
/
i
3rd
30%
/
2
/
t
10%
/
1
/
u
4th
40%
/
2
/
I
20%
!
1
/
II
5th
50%
/
2
/
L
30%
/
1
/
n
6th
60%
i
3
/
i
40%
i
2
/
ii
7th
70%
/
3
/
i
50%
/
2
/
ii
10%
l
1
/
nr
8th
80%
m
3
f
i
60%
/
2
t
n
20%
/
l
l
m
9th
90%
i
3
t
i
70%
{
2
/
u
30%
/
1
/
in
Kith
*
/
3
/
j
80%
/
2
/
n
40%
i
1
/
m
11th
#
/
3
/
l
90%
i
2
/
n
50%
/
1
/
m
10%
/
1
/
tv
12th
/
3
/
i
•
/
2
/
n
60%
/
1
m
rn
20%
/
1
f
TV
13th+
*
/
3
/
i
+
/
2
/
n
#
i
1
/
m
60%
i
1
/
rv
* Automatically has this with no roll needed.
Use random determination only when any
general magical item vvouid be suitable to the
individual Note that some items am in
groups or multiples.
TABLE 11
Die Item td20)
1 2 Potions: oil of idi&eain&s,
superhervism
2 2 Potmmi: ES R pm^form
3 1 Scroll: fSpSw, level 2-9 or 2-7
4 2 Rings, fire resistance, invisibility
5 1 Ring: protection +■ 2
b ] Staff; Striking
7 1 Wand: magic imsites
8 1 Wand : wonder
9 1 enfefs AC 4
10 I (rniodt afsIiMfiifg
1 1 1 think if tlvenktttd
12. 1 d ntf of appearance
13 1 Figurine: serpentme mot
i 4 3 iirveliw of tigfi rmug
15 1 far Keoghltnn’s ointment
1 6 1 robe of useful items
17 1 set: dmijt niii/l +1.. shield +2
IB 1 m: tfuitn mil +3
19 \ Swurd: +2 for +3 iri/fr rtMifies*)
20 2 Weapons: cross&mtF of speed,
hammer +1
TABLE Ill
Die Item (d2Q)
1 I Ring: spoil storing
2 1 Ring: mind shielding
3 1 Rod: cancellation
4 1 Staff- CO/nmiMi/
5 l Wand: fear
6 1 Wand : negation
7 Ibngoftncks
B I boots of speed
9 1 tsxns of striding a ml springing
10 1 cloak if disphicemeni
11 1 ntfeito of missiles
12 1 pipes of ifte sewers
13 I rope of dimbmg
14 1 rope of entanglement
15 1 sat mb of protection
] 6 1 set ; plate tm d +2, 3fr wU +3
17 1 Shield: +5
1 8 1 Sword. +3 for +2 abiht ies */
19 1 mace or hammer +2
2U 1 spear +2
TABLE IV
Die Item (dll)
1 1 Ring: dfitm summoning
2 1 Ring: ttuman influence
3 1 Ring: spell turning
A 1 Rod; smmtii
5 1 Rod: terror
6 1 Wand: lightning or fire
7 1 Wand: illusion
8 1 Staff: tfrwnt/rr A lightning
9 t amulet qf life protection
10 ’ 1 cube of force
11 \ deck of illusion
12 \ eyes of charming
13 1 hdm of teleportation
14 1 horn of blast mg
15 1 robe of bkwtmg
16 \ shme of good luck
17 I set: plate mail +3, shield +4
1 8 E Sword ; +4 (or i-3 with abiht ies V
19 t Arrow; of slaying f diameter class!
20 1 Net: of entrapment
‘ Intelligence, if any Will neat exceed 16.
126
CASTLES & FORTRESSES
(Optional)
Most wilderness castle* and Actresses will
already have been placed before play begins.
Sometimes, most often when the part}' is
mapping new territory, a previously
unknown castle may be discovered. In this
case, Lhere is a base l-in-20 chance that any
wilderness encounter will be with an
unknown stronghold. When this occurs,
determine the castle size, inhabitants, and
master's class (if any) before rolling to see if
the party is surprised.
Surprises If the parts* >s surprised, and if the
stronghold is inhabited by brigands or an
NFC master they will have been surprised by
a patrol from the stronghold Otherwise the
party will see the stronghold from to 3 miles
away and be able to pass the place or investi¬
gate it as they wish.
Patrols: Prepare some standard patrols before
play Racial composition should be typical for
the area. The patrol will be mounted unless
special considerations apply (such as unsuit¬
able terrain, ora nation that shuns mounts).
Leaders will have superior mounts (typically
war horses).
A typical patrol will be commanded by a
fighter (or possibly ranger) of 6th to 8th level.
He will have a lieutenant of 4th to 5th level, a
Serjeant of 2nd to 3rd level, 3 to 4 1st level vet¬
erans. and 1 3—24 men-at-arms. Accompanying
them wil I be either a cleric of 6th or 7th level
(40% chance) or a wizard of 5th to 8th level
(60% chance).
Fighters of 1st level or higher will have plate
mail, shield, lance, flail, and long sword. Men-
at-arms will typically have chain or scale mail,
shield* bow or light crossbow, and a hand
weapon. Magical items are assigned by the
DM (see NPC Party, previous page),
Castles: The size of the castle and its garrison
are given in the tables. The reactions of the
castle garrison to an approaching party will
be dictated by the culture and society of the
area. For exam pie, in a typical medieval Euro¬
pean fantasy setting, a friendly reaction
would result in the castle master welcoming
the adventurers, entertaining them royally
(with hunts, drinking bouts, etc. L and offering
an escort to the border of his territory when
they choose to leave, A neutral reaction could
be a demand for toll, or refusal to let them
into the place without facing one or more of
their fighters ire non- lethal combat (such as
jousting), taking the fighters* armor and
weapons if they lose. A hostile reaction could
range from an immediate attack to feigning
friendship, then capturing them for ransom,
If the castle is attacked, the garrison will
man the walls, any cavalry dismounting for
the purpose. The castle will be stocked with
food, water, and supplies of arms and mis¬
siles. Heavy crossbows will be available to the
defenders. \n addition, there will be artillery
and sufficient crew to operate it (see tables)
Castle Table 1; Size and
Type
Dice Roll
Size
Type
01-10
Small
Small shell keep
11-25
Small
Tower
26-35
Small
Moat house or friary
36-15
Medium
Medium shell keep
46-65
Medium
Small walled castle
with keep
66-B0
Medium
Medium walled
castle with keep
81-88
Large
Concentric castle
89-95
Large
Large walled castle
with keep
96-00
Large
Fortress complex
Castle Table 3: NPC Master
Dice roll
Master's Class and L
01-20
CLERIC
9th-12th
21-65
FIGHTER
9th-12th
66
Paladin
9lh-121h
67-68
Ranger
9th-10th
69-85
WIZARD
I06h— 1 4th
86-98
TEIIEF
ltlth-14th
99-00
Bard
10th— 1 4th
The master will have 2-5 henchmen, plus any
special followers due to class or level.
Castle Table 2: Inhabitants
Small
Dice Roll
Medium
Large
Inhabitants
01 —15
01-30
01-15
Totally deserted
46-60
31-50
1M0
Deserted (monster)
6 1-70
51-65
41-60
Brigands
71-00
66-00
61-00
NFC master
Totally deserted indicates the construction is
an disrepair, and on close examination
appeals empty.
Castle Table 4: Artillery and Garrison
Size
Type
Garrison
SMALL
Moat house
10-80
Tower
10-60
Shell keep
20-120
MEDIUM
Shell keep
30-300
Small castle
40-400
Medium castle
60-600
LARGE
Concentric castle
100-800
Large castle
200-2000
Fortress
300+
Deserted castles appear totally deserted, but
entry into the construction will discover a
monster Roll again on the encounter chart; if
unsuitable, read the result from the "Rough'1
column.
Brigands means the place Is occupied by nor¬
mal men. Barbarians or dervishes can be sub¬
stituted, depending on the terrain.
NFC master encounters proceed to the next
Table 3 (above).
Light Oil
Ballistae Catapults Cauldrons
2 — 1
1 — I
— 1 _ 2
I ■ 2: 2
2 1 4
2 2 5
4 2 6
4 4 8
van var. var.
Garrison is the ty pical number of men that line castle can accommodate. The lower figure is the
peacetime complement.
Ballistae are direct fire, crewed weapons that shoot bolts of spear size. With a 4-man crew, a bat
lista can be fired every1 second round
Light catapults are indirect fire, crewed weapons that throw stones or flaming pitch.
Cauldrons are filled with boiling nil, which is then poured down upon attackers. The DM
should decide the exact effect of boiling oil {save vs. death, for example).
Castle Table 5i Artillery
Range
Device Min. Max.
Ballista — 320 yd
Catapult, light 150 yd 300 yd
Damage
S-M L
2—12 3-18
2-20 3-12
Rate of Base
Fire To Hit
1/4* 15
1/4 20
Crew
Min. Max,
2 4
4 6
Range is the distance to the target creature. The minimum range reflects the arcing trajectory of
the catapult.
Rate of fire is speed of firing with the minimum crew*. If crew is less than the minimum, the rate
of fire is halved, (*) A ballista with maximum crew can fire once every two rounds.
Base to Hit The artillery proficiency of the crew chief determines the chance to hit. Artillery fire
ignores Armor Class, Any hit will inflict damage, The base number to hit can be lowered by l
(or each level of skill (equal to a proficiency slot) the crew chief has with the weapon. Each con¬
secutive shot against a stationary target gets a +4 bonus [+4, +8, etc,).
127
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